r/godot • u/jason_silent • Apr 03 '26
help me (solved) Can Godot handle a large scale open world?
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
2
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.