PathExtrude, as the name suggests, allows you to project a profile along a path 
definition, so I do not think this would fit your needs.
PathDuplicator, allows you to clone objects along a path. that can be any Mesh 
object.
in an upcomming update I will add the option to merge. right now, if you pass a 
cube, it would clone and align to path all the duplicated cubes
with this option, you will end up with one mesh sharing geometry for each 
duplicated cube.

Another option of this class, is to pass a container, this way if you make a 
"myforest" container and pass a tree mesh, all the trees are added to this 
container "myforest".
The idea behind has nothing to do with geometry, its made to allow you to 
toggle parts. like "show trees" so you do not have to loop over the duplicated 
objects to id which one is a tree
if you have multiple kinds of objects.
What you could do now, is then to ask the Merge class to make a single mesh of 
it. Note here that i've received a patch for Merge class that i need to add.
So where my tests were successfull, the patch shows that depending on wether or 
not vertices are shared, the code may or may not fail for now. So it is possible
that merging this cubes would work, tho no garanty till I have conducted more 
tests and patched the class.

but if your cubes are spreaded like on a grid, probably the easyest way to 
proceed is simply to make one cube, and save its vertices as reference.
then loop for your cube count and add this vertices data to the mesh applying 
each iteration the offset position of each new cube.

Fabrice


On May 3, 2011, at 9:44 PM, Agoth wrote:

> Is it possible to use PathExtrude to reproduce all the cubes (or any
> other primitive) inside the same mesh? Maybe it'd be possible to
> create "the grid" this way, having just one mesh instance on the
> scene.
> 
> When you say mapping does you mean changing the UVs directly? Thanks!
> 
> On May 2, 6:58 am, Fabrice3D <[email protected]> wrote:
>> As said in previous replies,
>> use one or few meshes to store the geometry, just keep track of indices if 
>> you need to alter/access the data
>> think that mapping can help you a lot, as submeshes must be generated if 
>> materials are different.
>> 
>> Fabrice
>> 
>> On May 2, 2011, at 11:26 AM, rjgtav wrote:
>> 
>> 
>> 
>> 
>> 
>> 
>> 
>>> hi Fabrice. In my case it is a tilebased game that is built in a for loop, 
>>> from a 3dimensional array. What do you suggest for increasing the 
>>> performance?

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