Dreamora,
interesting. So let me get this straight, is this what you are suggesting...
imgaine 32*32*32 world. I break it into chunks of 8*8*8 cube sets and each of those cube sets share their own set of 6 surfaces (walls, floor ceiling).
Then do culling based on the larger cube sets, i.e player is a 1, 1, 1 therefore show the first 8*8*8 cubes but hide the other cube sets?
The thing is I still would have 32768 entities....
I'm starting to think a better way to do it would be create / destroy the section of map i'm in dymanically. For example pc handles maps of 20*20*20 so for example I break the map into 8 lots of 16*16 * 16 blocks and create the blocks in the section i'm currently in. As I move into another 16*16*16 block setup the blocks as described in the map data.
interesting. So let me get this straight, is this what you are suggesting...
imgaine 32*32*32 world. I break it into chunks of 8*8*8 cube sets and each of those cube sets share their own set of 6 surfaces (walls, floor ceiling).
Then do culling based on the larger cube sets, i.e player is a 1, 1, 1 therefore show the first 8*8*8 cubes but hide the other cube sets?
The thing is I still would have 32768 entities....
I'm starting to think a better way to do it would be create / destroy the section of map i'm in dymanically. For example pc handles maps of 20*20*20 so for example I break the map into 8 lots of 16*16 * 16 blocks and create the blocks in the section i'm currently in. As I move into another 16*16*16 block setup the blocks as described in the map data.