I'll see if I can nose around in the code of the project belonging to the second link that you gave It's not a good money making opportunity because people make little money making tutorials and stuff. I found an infinite voxel terrain generator that someone made and posted in the same thread that you showed me, and it makes use of chunking together blocks of different types, but while they knew what they were doing when they wrote the code for it, the must-have not intended on anyone else knowing what they were doing because the code was extremely hard to read with almost no comments. Any way around I think atlases are depreciated in the newest version of Unity, not sure Yes, as you've said, it's very hard to take apart the code of others' especially if they never specifically intended on anyone doing so. What I mean by this is that a grass block has three textures: top, side, and bottom so how do I give it three different textures when the entire chunk that it is in only has one MeshRenderer? And what about all the other blocks like stone, and sand, and obsidian and ores among other things that can be in that chunk? This would work fine if the entire chunk was only composed of dirt or only stone or something, but gets way more complicated when I could have several hundred different blocks needing several hundred different textures in a single chunk. I'm trying to accomplish the same in Unity, but it seems that I'm at a halt, as the individuality for each physical representation of a block is lost when it gets meshed together with a bunch of other blocks. So from what I understand, Minecraft takes a 16x16x256 area of blocks and then mashes it all together into one object that uses far fewer resources than thousands of individual blocks would. Sorry in advance if this is in the completely wrong place.
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