The type of terrain used in a game depends on the range of navigation needed. Some common styles of navigation are:
- Top-down games only let you look at a downward angle, and do not have to deal with a wide range of distances. Hither clipping and LOD is greatly simplified or not needed.
 - Unconstrained ground games let you look up or down, and get close to the surface. They must allow a wide range of distances and levels of detail, and deal with hither clipping. Some have third-person display modes, but allow the full navigational freedom of a 1st-person point of view.
 - Unconstrained air games are similar, but do not have to deal with drawing near objects/scenery accurately.
 Traditionally, each of these styles had different tradeoffs resulting in different algorithms. More recently with the rise of powerful GPUs (2002-) terrain rendering systems have tended to have a more unified approach which can handle any style of navigation.

Treadmarks 
  (1999)
      
for 
		PlayStation and PC, from UK developers 
		CodeMasters
    
  					  
, 
	late 1990s
