Hey Spiro,
since I just registered and this is my first post let me start out with saying that I've stumbled across a lot of your posts on gamedev as well as your blog multiple times since I've started learning game development and a lot of those posts and blog entries have helped me out greatly, so thanks
Ever since I started out working on my terrain and implementing new algorithms I wanted to make it bigger and bigger and I am now at a point where I'm starting to look into planetary rendering using "GPU based chunked lod" (vertex texture fetching of heightmaps). While earlier I could use an array as representation of my quadtree this is no longer the case due to the sheer amount of nodes (tree depth of 21). Due to this I am using a dynamic quadtree in which I create and destroy nodes as necessary which brings me to my point: cache misses.
Do you know of any algorithms or papers that could help me out with this problem? Just allocating the nodes from a pool is not gonna cut it I assume?
Best regards,
waYne