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I have also implemented a chunked engine. The best way to think of it is to just think of the chunks as memory storage locations rather than as actual structures of the world. Then, whenever you generate content, generate it as though you had a giant array of arbitrary size. Just implement some functions like Voxel* GetVoxelAt(int x, int y, int z); Which ...


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I would consider generating waypoint graphs instead. They're easy to work with, they give optimal paths, and are generally fast enough for reasonably small environments. The optimal path will be a series of line segments, and each vertex in the path will either be the origin, the destination, or a vertex of one of your obstacles. So although your ...


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MeshParts in XNA, SubMesh in Ogre or other similar entities usually serve the main purpose of applying multiple materials to the same 3D model, yet still dealing with it as a single higher level entity (Mesh). You can't assign different materials to different parts of the same mesh, without having multiple draw calls, hence separating the model to different ...


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Answer to your question can be found on Shawn Hargreaves Blog who was one of the XNA creators: Within a ModelMesh, each ModelMeshPart represents a single graphics card draw call. It contains a set of triangles that share the same material (stored in the ModelMeshPart.Effect property) and vertex declaration. For instance the ModelMesh for the body of our ...


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new answer: In the real world, since this field is not densely populated, simply tell the characters to move in the desired direction and once they approach an obstacle, to go clockwise or counter-clockwise around it (depending on which way is shorter). To improve on this, you can walk the characters towards corners instead: In the general case, you ...



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