The idea is to have an outrageously large world streamed from disk at run time, with LOD culling done by some kind of tree (inspired by quadtree node). The tree starts with say a grid of 8by8 nodes which adds X nodes inside it as you approach and removes them as you retreat. Each node has a place in a database where it grabs its list of item parameters, which are then passed (along with current lod) to some user implemented generator function for construction. if something already exists in the scene then the lower LOD gets hidden, the current node pushes it to a stack and pops/shows it on destruction.
Firsly, whats a realistic number for X? I'm assuming that 4 would be right for a binary tree in two dimensions.
Next up is the database. I was originally thinking of using the filesystem but I don't think people would appriciate the half a million folders on their hard drives, most of them unused. I could do one file for each level of detail, but then there's the ever-growing/fragmenting database problem when you move stuff around. Is this a textbook classic of when to use a proper database? Is it even doable? And if so, in what? and has anyone got any db design tips for this kind of layout?
What I really want is a world where the plants grow and the seasons change, where you can plant seeds and harvest crops, where hundreds of agents are accessing and changing the database, paths gets trodden down in the grass, and if you leave your best armor in a damp place it's gonna rust. maybe thats a few years off, but hey, we can all dream right?
anyway, ideas, flames, answers below please

