Your slices idea was more or less what I meant with my less attractive solution. But I don�t understand why it would be that slow. It would only need to retrive the value when an object is moving, and let�s say there would be 20-30 objects moving at most which need to have their height checked, would that really make such a punch in performance? I could probably get away with checking a units height every 3rd or 4th frame or so, and, if using the slices-method, all it would do is a simple collision check "is unit touching height object x". If using the check-color-value I guess it would be similar, no?
Or is collision checking in general slow? I haven�t really read that much about constructs performance, but to my understanding it is quite fast, no?
And about smooth variations, no. I was thinking that if I have a layout of maybe at most 4096x4096, then I would stretch a 512x512 grayscale map over it. Making slices would complicate that idea, as I would have to stretch several objects, and make sure they all match up when stretched. Also, say I would make 16 slices, that would mean 512x512x16, not an attractive solution when I think about it.
But let�s say that I go with the array idea. Basically I would, for say a 4096x4096 layot, load a greyscale map, read the values from like every 4th pixel or so and then put those value in a 512x512 array or something, right? Would this be a hugh performance sucker? I�m not familiar with how storing/reading large arrays affects performance.
And also, just for confirmation, is it possible to retrive a value from a texture map? like "check RGB value at action point from -object-" or something.