var a = WORLD_SIZE - 1; z = 0; //generate terrain for (var k = a; k >= 0; k--) { for (var j = a; j >= 0; j--) { for (var i = a; i >= 0; i--) { global.world_chunk[i][j][k] = CHUNKS_TEST; } } } //populate for (var k = 1; k >= 0; k--) { for (var j = a; j >= 0; j--) { for (var i = a; i >= 0; i--) { switch ( global.world_chunk[i][j][k] ) { case CHUNKS_TEST: var chunk_id = obj_chunk; break; default: break; } var block = instance_create_layer(x + CHUNK_SIZE * BLOCK_SIZE * i, y + CHUNK_SIZE * BLOCK_SIZE * j, "Terrain", chunk_id); with (block) { z = other.z + CHUNK_SIZE * BLOCK_SIZE * k; world_id = other.id; } } } }