create terrain with some vertical cliffs, natural arcades, caves using octree I am about to start creating the first terrain. I would like to create a terrain with vertical cliffs, natural arcades and caves. For instance in one point the terrain might look like this. I want to discuss about how to store this information about the terrain. I think quadtree will not do the trick. From my understainding with quadtree perfectly vertical terrain is bound to be low quality in the vertical part, as you cannot subdivide it. So I thounght that octree should be the right tool. But I have a conceptual problem with octree. I cannot understand how to store the triangle data in a octree structure. Understanding how to store data in a quadtree is easy you subdivide the region in a lot of squares and you give a coordinate value to each vertex of the squares, then you just connect all the verticies with triangles. But what can you do when it comes to octtree? Which information should you store conceptually in the octree tree? I cannot guess the logic and the algorithm that lays behind a octtree terrain. Thank you