First of all, I would like to say that I have looked at arras's tiled terrain scene node, but it is not what I am trying to create. Arras's terrain uses culling to maintain usability, but does not seem to use LOD. Indeed, I compiled his example with culling turned off and I got a too many primitives error (2^16, IIRC).
Also, if anyone has ever played Oblivion, this is pretty much the system I wish to make.
My idea is this:
-split the world up into sectors, and probably store the data for each sector (terrain heightmap, and objects in the sector: trees, rocks, etc.) in an XML file (one per sector).
-for the sector you are in and all adjacent ones, load upon entering and render the trees rocks and entire heightmap.
-for somewhat farther away sectors, load partial heightmap (skip every other?)
-as you get farther and farther away from the current sector, skip more and more until you are loading maybe 4 or 1 height per sector.
-make an array of terrain nodes (I'll probably copy and alter the current terrain scene node to better suit my needs), with farther away sectors merged into fewer terrains. This is what I mean by that (green lines are terrain nodes, grey lines are sectors):
![Image](http://img33.picoodle.com/img/img33/4/5/19/f_examplem_b378594.png)
-check collision only for current and adjacent sectors
-granted, there will be a (hopefully) slight loading time between sectors, as the LOD is changed. I also think that I will shift everything so that the player remains close to 0,0,0, because I have noticed that Irrlicht gets buggy at great distances. I'll also probably make a system through which I only have to alter sectors/terrains (add/subrtact vertices from current terrains) so that I don't have to reload everything.
So, thats my plan. Does anyone have any advice/any flaws to point out in my design? Has anyone ever tried/done this before, that I have maybe missed? Am I taking this in the right direction, or is there a better way to do something like this?