i will surely release the code later but for now, here are some pics.
[spoiler]i need to fix a few things but it’s starting to look like something at last.
(sorry for the lack of light, it’s just temporally anyway)
when it goes well :mrgreen:
when it doesn’t ^^;
I would love to see your implementation. How are you handling UV’s on the generated meshes?
here is, i hope, my last compiling code. that do a while i didn’t touch it and since i wanted to remake it all kinda differently, i’m not sure about it. the collision check wasn’t working as i expected…
http://s000.tinyupload.com/index.php?file_id=00629316184807097795 (click on stuff.zip)
my texture is just a 8x8 grid and my meshes are not generated but pre-made so i handle the uv mapping with blender.
OH! Now i get it. You’re basically stitching them together in realtime, based on preconfigured “ports”. That’s really smart.
i tryed to follow this tuto.