If we consider all software libraries with terrain features, there are far too many to list, and new ones appear very often. Here are just a few examples:
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The type of terrain used in a game will depend on the range of navigation needed. Some common styles of navigation are:
- Top-down games only let you look at a downward angle, and do not have to deal with a wide range of distances. Hither clipping and LOD is greatly simplified or not needed.
- Unconstrained ground games let you look up or down, and get close to the surface. They must allow a wide range of distances and levels of detail, and deal with hither clipping. Some have third-person display modes, but allow the full navigational freedom of a 1st-person point of view.
- Unconstrained air games are similar, but do not have to deal with drawing near objects/scenery accurately.
Traditionally, each of these styles had different tradeoffs resulting in different algorithms. More recently (2000-) terrain rendering systems have tended to have a more unified approach which can handle any style of navigation. See Traditional implementation of terrain in games (1995-2002).
As of 2004, an interesting trend: Using Game Engines for Architectural Walkthroughs.