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Divide the map in chunks of tiles, lets say chunks of 32x32 tiles, and create a mesh with the geometry of that chunk and map each 4 vertex of each tile with a tileset texture. Build all the map using those chunks join together and draw only the ones visible to improve performance. Use the texture only as reference to know the type of tile to draw at each ...


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Why not Zoidberg both? Make a big 3D model of your map. Then, cut it into pieces. The size of the pieces doesn't matter all that much, but it'll be an inverse relationship between memory and speed. The bigger your "chunks" are, the more memory it will take, but the less often you'll have to load new ones. It's the opposite for small chunks. In the code ...


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I would store the data in a graph to help with pathfinding - nodes are intersections and edges are streets (with one-way, no pedestrian, etc flags). Then for storing the data I would take a multi-layered approach Gather the Source Data First find some way to define (or import) the data. Likely a visual tool would help, but you could get away with something ...


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Sounds like you want a graph data type. Nodes could store their positions, plus references to features like restaurants, as well as references to other graph nodes. This is effectively an adjacency list. Existing pathfinding algorithms work well on such graphs. You could easily calculate the weight of a graph edge (the "difficulty" of that link) as the ...



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