New test: with no cloning, just adding the cubes, this time it took 5s less 
and uses a little less ram. This time i was able to control my character, 
and for my surprise, it looks like it filled all the empty space! I'll try 
to explain my map:

My map is made of 5 layers:
The 1st one is a 50x50 cubes, which represent the floor.
Then the rest have only cubes around the 50x50 square created in the 1st 
layer.

For example (the map is seen from above):

Layer 1:                                      The rest of the layers:

[1, 1, 1, 1, 1]                                    [2, 2, 2, 2, 2]
[1, 1, 1, 1, 1]                                    [2, 0, 0, 0, 2]
[1, 1, 1, 1, 1]                                    [2, 0, 0, 0, 2]
[1, 1, 1, 1, 1]                                    [2, 0, 0, 0, 2]
[1, 1, 1, 1, 1]                                    [2, 2, 2, 2, 2]

Legend:
0 - Empty tile
1 - Floor
2 - Wall

And when i test, the wall cubes fill the empty area and also seem to go much 
farther than the actual map size. Important Note: The ground and wall tiles 
have different materials and i'm applying them to *the same mesh*, and they 
show the correct materials.

*UPDATE:*

Just what i thought. Now i tried apllying the floor cubes to a *floorMesh*and 
the wallCubes to a 
*wallMesh* and all works smoothly (even better fps - 25 - over the max!, 
just 9mb of ram and the same 9000 polys).

Conclusion: Is this a bug or do i really need to create a mesh for each type 
of cube?

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