You could also create a non-infinitive terrain and then limit the camera's movement on it. like this: If CamX > +1000 then Move Cam, -1000, 0, 0 If CamX < -1000 then Move Cam, +1000, 0, 0 If CamZ > +1000 etc. If you do this, you could assign a pivot to all the characters in the game, and move the pivot in the opposite direction of the camera. That way you won't run into the same character twice.
If the plane's texture is too small, use ScaleTexture on the texture or ScaleEntity on the plane. As for terrains, you could use multiple terrains next to each other. A terrain is faster than a mesh, because not all triangles are rendered.
If you have a lot of scenery that makes the rendering very slow, try collapsing everything into a single mesh. It will take up more memory than using CopyEntity(), but the game runs faster. Use for instance AddMesh or your editor to do this.
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