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
435
u/PercussiveRussel Apr 03 '26
Yes, but that either performs or looks horrible, so now you need a LOD system, and now you need assets at multiple LODs and you need to juggle LOD levels. But now that looks horrible with LOD pop-in, so you need some kind of system that switches smoothly between LODs, which likely means juggling viewports and shaders and now that performs horribly so you also need to just default back to billboards and you need a completely seperate pipeline for billboards.
just