I see there are a lot of thing about procedural generated terrains for planets but I have a question about a certain solution to this.
say you have a very large planet, like Jupiter. Rendering that whole planet at once with a cube that has a many subdivisions would be very memory heavy, right? Is there anything wrong with following the idea of infinite terrain generation but having a fixed amount of terrain chunks and wrapping back to the beginning chunks when the user reaches the end?
For example,
You have 9 chunks:
(0,0),(0,1),(0,2),(1,0),(1,1),(1,2),(2,0),(2,1),(2,2)
Say you walk diagonally from (0,0) to (2,2) displaying only 4 chunks at a time in any direction. Ex. User is on 0,0 facing north-east so chunks (0,0)(1,0)(1,1)(0,1) are rendered. Once the user reaches (2,2) the chunks that’s would be rendered are (2,2)(0,0)(1,0)(0,1)
This would simulate the effect of walking around a planet complete if a full loop with flat land only rendering what the player needs to see correct?
Are there limitations to this though? Am I thinking this through correctly?