Right now, Oceans / Water in Urho are mostly made with a plane. I’m trying to come up with a way to create an infinite ocean within the engine. So far, I have created 9 big planes: 1 at the center, where the player/camera is, and 8 around it. Whenever the player moves towards a certain area of the 9-tile-patch, I move the opposing tiles towards that direction, never deleting any tile, just shifting them and hoping the player does not notice.
Is this a good technique? What would you guys do in this situation?
The best way to avoid the player noticing the shift in the tiles is to actually have more Ocean tiles than what you render. This way you can transition from “not visible” to “visible” and “visible” to “not visible” and then when the ones that are “not visible” are outside the load radius, they’re free to be re-used.