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If you are doing webgl and can make pixel shaders, check out signed distance textures. They are textures but scale like vector graphics. http://blog.demofox.org/2014/06/30/distance-field-textures/


The quad sphere is good, but I'd like to throw another suggestion in the ring. Let's say you want a hex grid on a planet. Hex grids are all sorts of useful for strategy games. How do you do that? In the same way that a cube, subdivided, then projected to a sphere gives you a square grid on the surface of the sphere, you can take an icosahedron, subdivide ...


Introduce polar caps where there is no square grid and player can't build. Buildable areas will be ring-shaped alike in Civilization. Topological representation:


I can suggest to use a quad sphere


Using a 2D tile array for your world/level generation and representation will definitely simplify things. For example you could internally represent your world in a grid of tiles and take it from there : using System; using System.Collections.Generic; using System.Text; namespace Tiles { public class Vector2 { public int x; public int y; ...


If you're using a grid, you shouldn't be using Unity's physics for collision detection - use the grid. Get your position on the grid then do something like this: public bool GridCast (Coordinate Position, Coordinate Direction, int Length) { for (int i = 0; i < Length; i++) { Coordinate Check = Position + Direction * Length; if ...

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