I'm using the marching square algorithm (2D version of marching cubes) to generate vertices.
I end up with vertices arranged in a grid.
I want to enable destructible terrain, and the way i was planning on doing this was to start simple - have one vertex buffer with the whole map, and edit the bits that change. In cases where I need to remove vertices I was thinking about just making them transparent so I can still render the whole map in one go.
Firstly, is this approach reasonable?
Secondly, I want to design my VB so that if I need to change vertices in 3x3, 5x5 or 7x7 etc. grids the locations of the vertices in the VB are close together.
Now, from university I vaguely remember an image compression algorithm that walked the image in an unusual way, which i think could apply. Basically it walked in a U / horseshoe direction. It would place a U over the image, large enough to cover the whole thing, then it would break the U up into 4 quadrants, and use a smaller U to walk those, and so on until it got down to the pixel level, or in my case it got down to a single grid unit.
Does this sound feasible? What is that algorithm called? (I can't remember the name and haven't found via general searching).