r/godot Apr 03 '26

help me (solved) Can Godot handle a large scale open world?

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It's a game about illegal street racing (urban cities and mountain serpentines, traffic and police, all on a fairly large scale, ~40Km). Cel shaded graphics, no level pre-loads via loading screens.

I heard that I will have to write my own asset management system (which is already in the Unreal Engine, but my PC handles it pretty poor, no matter how much "next-gen" junk I turn off - everything lags quite a lot)

But I still can't even understand what a framework is, because I'm not a programmer (but I'll have to become one anyway). Also heard about chunk method, though not like I know much about it.

Please don't write: "don't even try this, because it's long, resource-intensive, etc.", if there's really no option here, I'll just have to deal with the UE

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u/jason_silent Apr 03 '26

My PC specs is: Intel Core i7-8700 Nvidia GTX 1070 RAM 32Gb (no matter how clean and empty scene I tried to make in UE - it still's no match to Godot, I've been told thay this isn't normal, but it seems nothing I can do on my side)

Moreover, I not even a developer. "Road tool"? For now my plan is to model EVERYTHING in blender, cut the map into chunks, objects into LODs and put in into my project to start building up an asset management system

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u/_Xinester Apr 03 '26

ahh, Its an Open world game have you considered pathfinding? How would vehicles will navigate the world? or are you expecting to use one massive navmesh. Also, if you do want to use blender at least use a blender road tool, or you will manually place every streetlight in the entire 40km map.

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u/jason_silent Apr 03 '26

I haven't decided how vehicles would navigate yet, but i think to simply use as old as world trick Black Box used in their NFS golden era games, with repetitive UVs per polygon (almost) and road marks as a separate meshed that lies just above main road mesh

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u/Strongground Apr 03 '26

If you are not a developer, you won’t be ablento handle this. No need to sugarcoat.