The new block code started out generating arrays of vertices large enough to hold every possible face.  Those that were supposed to be invisible just sat in the corner.  The scheme helped ease the previously ubiquitous math lag, but the triangle budget skyrockets when it’s done this way.  To be honest, it’s a hack, and in my case a chump move.  Another assumptions about Unity’s under the hood kit.  But hey, it’s how I learn.

Now I’m making the built in arrays dynamic by dismantling them.  I take an existing vertex array, find the verts I need, edit as needed, and shove a new hodgepodge array into the mesh.  It means I’ve completely abandoned my old data structure.  Now I’ll be doing linear searches and comparisons to get to correct array locations.  Real gritty first semester shit.  BUT, the cost should be marginal.

With any luck, we will be planetside soon.

juns94 asked:

Hey man, been a follower for a long time now. I got myself thinking last night, wouldn't you require to buy one of those super expensive unity licenses in order to ship your game at the end?

I researched this once a while back.  As far as I know, I could ship the game using free, but a lot of cosmetic options would be locked.  The Unity splash screen for example.  It makes a professional look impossible.  The rest of the limitations don’t really apply to my project.

Never fear though, Unity is available for $75 per month.  So, I can start a subscription toward the end of development, polish it before release if I want, and buy a license when the amazing profits start rolling in.