This screenshot illustrates another key step in the world generation workflow:
As you can see I threw in the silhouette of a gentleman so proportions can be better appreciated.
The world geometry is initially generated in very high detail. I want this to run on low-end devices, so using this geometry in the client is out of the question. The high detail geometry is simplified until a certain thereshold of polygons per volume is met. For this I use simplification based on Quadratic Error Metrics, but a flavor of my own. I tested several of the mesh optimization codes out there, not one could simplify the huge meshes I was generating fast enough. I plan to cover that side of the story in a future post.
Then the high resolution geometry is projected onto the low resolution geometry, so a lot of the detail is preserved in form of textures. I will cover this method in the future too, but it is very similar to the one described in GPU Gems 3, Chapter 22.
As as result, an entire world scene can be rendered with a very small number of polygons, which will come very handy I'm sure.