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Question by kimag · Jul 19, 2012 at 10:29 AM · meshprefabgenerator

Generate the world

In my game (mmo) world divide to cells, that divide 8x8 cells too. I generate array 8x8 with indexes. For example: index 0="grass", 1="rock", 2="tree".

Array looks like:

11110000 11110000 10111000 00001000 11100000 11111000 00110000 00010000

http://img23.imageshack.us/img23/9708/pichs.jpg

I see 2 variants of realization:

  1. Generate mesh. More difficult programming, but faster.

  2. Create prefab for all posible index, and add it's to scene for every cell with thise index. This variant is more easier for: add new index, work with prefab, add script to every prefab, creating beauty model.

What are you thinking about this?

(Sorry for bad English)

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avatar image ByteSheep · Jul 19, 2012 at 10:49 AM 1
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If you are making a game similar to $$anonymous$$ecraft, then creating the terrain from prefabs maybe the easier option, especially if you would like the individual blocks to be editable ingame e.g. blocks can be removed etc. This may however not be the best option performance wise..

avatar image irrationalistic · Jul 19, 2012 at 07:54 PM 0
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I would say the prefab version is more effective for editing purposes and should be really easy to optimize. Start with the easiest method you know and optimize if it is too slow. Try using occlusion culling and see if that would help. Another optimization might be to keep track of each 2d base grid by height, check neighboring sets, and hide anything below the cutoff. Basically, it's like forcing your own occlusion culling vertically.

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