Hello,
I am university student. This year I am going to write bachelor thesis about Vulkan app using terrain to render real places based on e.g. google maps data.
I played World of Warcraft for 10 years and I did some research about their terrain rendering. They render map as grid of tiles. Each tile had 4 available textures to paint (now 8 by expansion WoD) However I found issue about this implementation, that's gaps between tiles. Is there any technique which solves this problem? I read on stackoverflow that guys find only solution in using smooth tool and fixing it manually. Main question: is this terrain rendering technique obsolete? Is there any new technique that replaces this method to render large map as small tiles?
Should I try to implement rendering terrain as grid of tiles or should I use some modern technique (can you tell me which is modern for you?). If I should implement terrain as one large map to prevent gaps between tiles how textures are applied for such large map?
Thanks for any advice.