Generate Procedural Mesh

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I now managed to get the batching and the Chunks as components to work, but as far as I can see there haven’t been any more performance gains.
However, it doesn’t hurt and at least the component thing is likely to improve the performance when I later implement multiplayer and create the Chunks for each player on the server.
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You might not notice an FPS or manual count difference but i’m sure if you actually profiled it there would be a noticeable difference just from the batching (if not the components), just be sure that ticking is disabled on the components though.

Also I (yesterday) got full chunk compression and replication working across the network and it is a bit of a pain. The RPC functions appear to quit out if the packet send is over 1024 bytes so you have to check and split the packets up if the compressed chunk is large enough, I had assumed that the RPC implementation would split these already prior to sending but I guess not.