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cube based enging

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hey everyone this is my first time to post a question on the unity3d ask forum :D anyway i've been working on a cubical based engine and the chunks seems to take long to load when they are more than 6*6*6 but it takes about 4-5 seconds to load a chunk 12*12*12 size ! and no matter how i adjust my code to had smaller log() ! it still take the same amount of time ! i used arrays to create the vertices and then throw them with the triangles arrays to the an empty GO mesh ! if u need any farther info ask away and here is all the code used for the chunk and all related classes face Class using UnityEngine; using System.Collections; using System.Collections.Generic; public class TestFace { Vector3 vertex1; Vector3 vertex2; Vector3 vertex3; Vector3 vertex4; public TestFace(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4){ vertex1 = v1; vertex2 = v2; vertex3 = v3; vertex4 = v4; //Debug.Log ("("+v1.ToString ()+":"+v2.ToString ()+":"+v3.ToString ()+":"+v4.ToString ()+")"); } public Vector3[] toVec(){ return new Vector3[]{vertex1, vertex2, vertex3, vertex4}; } public string toStr(){ return "("+vertex1.ToString ()+":"+vertex2.ToString ()+":"+vertex3.ToString ()+":"+vertex4.ToString ()+")"; } public string flip(){ List test = new List (); test.Add (vertex4); test.Add (vertex2); test.Add (vertex3); test.Add (vertex1); //return test; return "("+vertex4.ToString ()+":"+vertex2.ToString ()+":"+vertex3.ToString ()+":"+vertex1.ToString ()+")"; } } and the chunk class using UnityEngine; using System.Collections; using System.Collections.Generic; [RequireComponent(typeof(MeshFilter))] [RequireComponent(typeof(MeshRenderer))] public class TestChunk : MonoBehaviour { // Variables public int chunkWidth, chunkHeight; List givenVertices; List givenTriangles; List givenUvs; List faces; bool[] boolFaces; List vecFaces; List strFaces; List optimisedTriangles; Mesh mesh; void Start (){ givenVertices = new List (); givenTriangles = new List (); givenUvs = new List (); faces = new List (); vecFaces = new List (); strFaces = new List (); optimisedTriangles = new List (); mesh = new Mesh (); for(int x=0; x ().mesh = mesh; Debug.Log (GetComponent ().mesh.vertices.Length); Debug.Log (GetComponent ().mesh.triangles.Length); /* Debug.Log ("given >> " + givenTriangles.Count); Debug.Log ("Optimised >> " + optimisedTriangles.Count); Debug.Log ("( " + optimisedTriangles[0] + " : " + optimisedTriangles[1] + " : " + optimisedTriangles[2] + " : " + optimisedTriangles[3] + " : " + optimisedTriangles[4] + " : " + optimisedTriangles[5] + " : " + optimisedTriangles[6] + " : " + optimisedTriangles[7] + " : " + optimisedTriangles[8] + " : " + optimisedTriangles[9] + " : " + optimisedTriangles[10] + " : " + optimisedTriangles[11] + " )"); */ } }

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