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The examples I found used to separate by vertexes, so I'd sent pointers to array of vertexes that will be contained in the Cube. I thought you had to get the max XYZ values from each cube to get it's "center" position and boundaries for easier collision checking. But if it's just about entities then it's not as small as I thought I had to go, and means I can divide the area of my world in sections. I'm still unsure about #2 though, using Skyrim or WoW as example, does that means the entire game is in memory during play, but only a portion of it is shown?
If I can't get any dynamic allocation, how is the lightning done when I have multiple light sources? Currently my lightning code only has a single "omni" light calculation, but I'd like it to be able to handle n directional lights...