//water = new TerrainChunk(m_world, 0, -500, 200); //earth = new TerrainChunk(m_world, 0, 500, 200); //air = new TerrainChunk(m_world, -500, 0, 200); //fire = new TerrainChunk(m_world, 500, 0, 200); //plane5 = new TerrainChunk(m_world, -300, -300, 100); //plane6 = new TerrainChunk(m_world, 300,300, 100); //plane7 = new TerrainChunk(m_world, -300, 300, 100); //plane8 = new TerrainChunk(m_world, 300, -300, 100); public PlaneManager(int seed) { Planes[] p_list = { Planes.Earth, Planes.Air, Planes.Fire, Planes.Water }; int[] x_offsets = {0, 500, 0, -500 }; int[] y_offsets = {-500, 0, 500, 0 }; ShuffleArray.Seed = seed; p_list = ShuffleArray.Shuffle2<Planes>(p_list); prime.LoadPlane(seed, 0, 0, 250); // Randomize Primary Planes System.Threading.Tasks.Parallel.For(0, 4, d => { planes[d] = new Plane(p_list[d]); planes[d].IsVisible = true; //planes[d].chunk = new Assets.TerrainChunk(world, x_offsets[d], y_offsets[d], 200); planes[d].LoadPlane(seed >> d, x_offsets[d], y_offsets[d], 200); }); }