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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/


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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 ...


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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:


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I can suggest to use a quad sphere


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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; ...


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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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