Thanx. Actually - may be there is programmed one sexy feature. The terrain consists of 9 tiles. These tiles are modified by height bitmaps. So far so simple, nothing special. The central tile is different - with an airport in the middle. Other tiles are 100% symetrical. It means that their borders are the same = each corresponding point is at the same altitude so they can be arbitrary combined without having known gaps, holes or emtpy spaces. All tiles are sharing only one mesh. They are always creating a compact land. Why? because my intention was to move tiles in dependency of the camera position. If the fog/visibility is set to approx. 2/3 of the tile width and the camera is looking to the given direction , the tiles behind (invisible) can be translated to the position which would create an endless terrain. The texture can be even changed so the tiles do not look similar. Finally the texture will be blended with some details so the feeling should be even more realistic. Unfortunatelly my invention was totally exhausted by the described feature and I'm not able to find the "formula" to detect when and which tile should be translated to the new position if it should be visible in the current "lookAt" direction (and is invisible in the back of camera).
As you see I'm solving a lot of problems and it probably needs some time. (some basic problems like animated textures, fonts for blitting, transparent explosions and smoke, terrain generator, some extra problems like 3d models and their wrong positioning, flying model, collision system (which I can succesfully use, but I do not understand it :-) , and some additional problems like sound (looping, the end detection, queing and correctly stopping...), android views and components, airspeak techniques and lessons...). But it looks promissing. I do not want to think about the Android market and own application there...But if anbody has an idea how to deal with my 9-tiled world, it would be appreciated.
To illustate what I'm talking about, please, see the attached simplified terrain picture (fog is disabled, tiles are shrinked and distances between tiles are added).
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