In Game level builder - Combine Mesh? Or Stick with Cubes?

Hi All,

I have been working on a prototype for a couple of weeks now, and I have a basic system that let’s me snap a door to a wall of 1x12x1 cubes that disable rendering to put a door in place of the wall.

This feels very inefficient, especially if I have the user create more walls that are a bunch of 1x12 rectangles. Is there a more efficient way of doing this? I see articles of using Combine Mesh, but I don’t see a way of taking the mesh apart after it has been combined. Taking the point where I create a wall, and its combined but then want to put a door on the wall.

I could also be looking at this all wrong. What has been your experience in building maps at run-time?

if proficiency is your worry, the way the meshes are combined or parenting shouldn’t make much difference. one thing that could slow you down is the amount of faces.

if you are building with cubes and you have a big flat wall of cubes. the video card needs to process each cube’s faces individually. if you are planning to build large levels, this puts strain on the Video rendering and slows down FPS.

instead if you scale one cube to match the height and width of the wall, then set the tiling so the texture repeats, you could have an identical wall and the video card only needs to render one cube and you will render much much faster.

remember size/scale doesnt matter when rendering info is sent to the video card. a small cube takes the same effort to process as a large cube.

This is a problem i found making my last level generator when levels got big.

you should consider an algo to detect and replace the long strait walls with single streched cubes.
if you want help with how to setup an algo for something like this let me know