No, Im looking into an endless-terrain world concept where the
terrain is generated in the distance infront of you, and erased
in the distance behind you.
I was going to have a 'store' of terrain entities and just adjust their
heightmaps as they get activated on your horizon, as low-poly terrains.
And as the get closer, they get replaced by higher-poly terrains from
a different LOD 'store' and that gets a more detailled hightmap inserted.
See where Im going? Im trying to create a "potentially" edgeless world.
I may need to go back to an older concept of using entities instead of terrains.
Its just the new addition of ent_createterrain gave me new ideas...