Heres what it looks like, 14 zoom regular tile at 5 render distance
but i wanna be able to see to the horizon with little to no performance cost, Slippy Maps is already a quadtree but how would i do it like for example the chunk system with all different zooms?
Treat each terrain tile as a node and decide whether to subdivide or collapse it based on the camera’s distance.
You can use zoom levels essentially as LOD levels (Level 0 = far away = big tile. Level 4+ = close = detailed tiles), so higher zooms for closer views and lower for distant ones.
With Slippy Maps and chunk IDs you’re basically there, just need the logic to switch between zoom levels based on distance.
Ill see, ill try it out thanks