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I'm not quite clear on what you meant in your question, but I believe that limiting the spread of a particular water source would indeed solve your problem. Perhaps something along the lines of giving it a height and maximum water limit when spawned, and decrementing the height and max water each block it goes along, with spreading to a lower block (you ...


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If you have the rotation matrix, I think the the easier is to get the cos between the normals and forget the vertex position. The cos will be max and near 1 when the angle among the two vectors is near 0. Each normal will have a face value so get the face value of the normal nearest to Vector3.UnitY is easy. Vector3 FaceNormals = new Vector3[] { ...


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Vertices are stored in memory using local coordinates. So no vertex has a "currentPosition," they're always positioned according to their offset from their original origin. In the "world," they are displayed according to some transformation: scale and rotation about their local origin, then translation with respect to the world origin. With the exception of ...



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