Real time task based multi-threaded procedural terrain generation on planetary scale using 16 level quad tree. Goes all the way to 3 meter resolution on the planet surface, probably possible to scale even more but this level of detail is enough for me now. And all this is done well under 1 ms per frame on my computer even without frustum culling.
Improvements to be done:
Frustum culling
LOD level stitching (I have solved it)
The terrain generator to be more interesting
Physics for the terrain
Water rendering
Atmospheric scattering
Tools used:
C++ as language
bgfx for rendering (using DirectX 11 backend)
SDL2 for windowing
glm for math