Hello
I would like some advice on how I should organise my game terrain. My game/application creates the terrain using Google’s Static Maps. So it downloads these satellite images and tiles them together to produce a terrain. It also obtains the real world elevation using Google Elevation.
So I download the satellite image and apply this image to a Plane GameObject as a texture. I am wondering what position I should give these Planes, ie, real world coordinates, ie, a position of -33.33222, 151.45322, 100 or just begin from 0,0,0.
Would you maintain the world coordinates (Longitude, Latitude, Elevation) inside the game/app or would you just tile these Planes at 0, 0, 0 and go from there? If I use world coordinates it will mean that these Planes will have a tiny scale of 0.006866455 by 0.1 by 0.006866455 (x, y, z). This is because the real world width and height (in degrees) of each satellite image is 0.006866455 degrees. This might cause some tricky collision detection down the track do you think? Ie, working with such small numbers may make collision detection less efficient? But having real world coordinates will help with setting elevation easily, ie, if the real world elevation of -33.74857, 151.2321 is 100.5 then I wont need to convert this Long, Lat to game coordinates.
Would you maybe scale the coordinates up by a factor of 100. So a Plane representing the real world coordinate of -33.74857, 151.2321, 100 would be placed in the game at -3300.74857, 15100.2321, 10000 and the planes scale would be 0.6866455 by 10 by 0.6866455 (x, y, z). Or would you just not bother and just start placing the Planes at 0, 0, 0 with a scale of 1, 1, 1 and go from there?

