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Mesh per Chunk Vs. Mesh per Voxel

I am currently creating a minecraft like game and have been following a tutorial by AlexStv. In the tutorial he gets each chunk to collect the vertices, triangle, etc., information from each voxel and...

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How to check visibility of inactive mesh?

How can I check if an inactive mesh is visible, so that if it is visible I can render it, but if it isnt keep it disabled? I want to continue making a chunk system but I don't wanna render meshes that...

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Have multiple animated objects always on same frame with chunk loading/...

To explain i have multiple gameobjects with the same looping animation and im planning on using Frustum culling to help reduce the CPU, which is only activating the gameobject when it is within range...

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How to generate a grid from the center?

Without starting from one corner to another, but from the center and expands, because I'm learning ways to program my own chunk system. ~Thanks in advance.

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How Do I Fix My Grass?

Hi im pretty new to unity but I have a decent amount of coding under my belt. Im trying to get a thick lush grass on my map but for some reason I cant seem to make it dense? Im thinking it may be a...

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procedural mesh using tile assets

First some background: I'm creating a large chunk based tile map that is procedurally generated. Each chunk is roughly 32x32 hex tiles with various heights. All is good in the land of basic...

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Confused on exactly how to utilize chunks.

So first time posting here. If I made any mistake with the location of my question just let me know and I'll move it or repost it. To my question though. I have gained a decent interest in game design...

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Infinite world generation help C# (Like chunks)

Okay, so I have a very simple problem that I have no idea how to approach. I'm making a **2d Topdown game** and I would like chunks of space to load around my ship but as I move away from them they...

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Minecraft clone, how to handle grass block colours

I'm working on a Minecraft clone at the moment as a way to learn more about procedural generation. I've got infinite generation going, Chunks that are generating a single mesh each from an array of...

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Best way to store large list

Hi everyone, I'm working on a endless map generator and I don't know the best way to store large amount of data. First, my (simplified) world is chunked (because it's endless) and handled in 3 levels:...

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Blend edges between multi terrains?

Hey i don't know how it's called but what i mean is that i have a terrain a big one and i have slice it to 32 x 32 pieces,and what everyone may have got to that's how do i blend between the terrains ?...

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2D Circular Array

Hello guys, this one is really hard to understand for me. My current approach of storing level data is to always have 8x8 Chunks and each chunk has a 2d-Array of bytes representing each block in this...

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Is it a good idea to make many terrain chunks instead of a big one?

I really would like lightmaps on my terrain, so that there is no need for real shadows from my static objects (and Ambient Occlusion - so pretty :3 ). Having a big terrain is easy for the workflow, but...

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Correcting normals along chunk edges

I have chunked terrain that I pre-process within Blender (via python scripts), leaving only the tasks that absolutely must happen at runtime to Unity. I start off with a cube consisting of 16x16x6...

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WTH does this error mean ? and what exactly is 'false' ?

Ok, so I made a new game/project to try and sort out another issue I was having (thought would be easier with the bare minimum components to resolve it. Anyway.. did that, created a terrain, centred it...

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how to create chunks in voxel terrain generation

Hello everyone, i am trying to make a multiplayer adventure game and want to have procedural terrain generation. The script I created for this is capable to create a single chunk, the broblem comes...

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Level Chunk for infinte 2D runner

Currently I have an infinite runner that uses object pooling to spawn floors with no gaps, obstacles and platforms that are in the air and can be jumped onto. The floor is spawning at a constant rate....

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Game optimisation using SetActive partially ineffective.

I am building a cave exploration game (Which is supposed to be infinite on all 3 axis.) that uses a modified version of perlin-noise. I thought I had the optimisation sussed as it runs like butter for...

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How to create chunks

In regards in marching cubes. I get that chunks are sections of the voxel array but do I create chunks and make the mesh of each chunk and make it seamless do I still put all the voxels into the array...

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Unity 5 - Convert sprites into singular sprite.

Hi all, First of all I would like to mention that this code will be run in an editor script so that when a button is pressed in the editor a group of sprites will be converted into one larger...

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