Yeah, when you move into a new huge cube area the highlight event fires 5 times at once. Here's hoping for low network latency on Blizzard's implementation.
Would it be possible to have 3 huge cubes follow the camera... when you highlight the one, it is moved away and 3 smaller ones exactly 1/3 its size move into its space? If one of those is highlighted, 3 smaller cube move into that one's space... 3 or 4 iterations would be very precise, but would it actually be easier on performance than just using tons of tiny cubes?
EDIT: Make that 4 cubes. Divide each cube in half on each (XY) axis. If you went for 5 levels of division, you could get precision equal to a 32x32 grid of (1024) cubes per player, but with 20 cubes per player instead.
Yeah, when you move into a new huge cube area the highlight event fires 5 times at once. Here's hoping for low network latency on Blizzard's implementation.
Would it be possible to have 3 huge cubes follow the camera... when you highlight the one, it is moved away and 3 smaller ones exactly 1/3 its size move into its space? If one of those is highlighted, 3 smaller cube move into that one's space... 3 or 4 iterations would be very precise, but would it actually be easier on performance than just using tons of tiny cubes?
EDIT: Make that 4 cubes. Divide each cube in half on each (XY) axis. If you went for 5 levels of division, you could get precision equal to a 32x32 grid of (1024) cubes per player, but with 20 cubes per player instead.