I'm working on a 3D engine suitable for very large scene display. Appart of the rendering itself (frustum culling, occlusion culling, etc.), I'm wondering what is the best solution for scene management.
Data is given as a huge list of 3D meshs, with no relation between them, so I can't generate portals, I think...
The main goal is to be able to run this engine on systems with low RAM (500MB-1GB), and the scenes loaded into it are very large and can contain millions of triangles, which leads to very intensive memory usage. I'm actually working with a loose octree right now, constructed on loading, it works well on small and medium scenes, but many scenes are just to huge to fit entirely in memory, so here come my question:
How would you handle scenes to load and unload chunks dynamically (and ideally seamlessly), and what would you base on to determine if a chunk should be loaded/unloaded? If needed, I can create a custom file format, as scenes are being exported using a custom exporter on known 3D authoring tools.
Important information: Many scenes can't be effectively occluded, because of their construction. Example: A very huge pipe network, so there isn't so much occlusion but very high number of elements.