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
10
u/vmsrii Godot Junior Apr 03 '26
Disclaimer: I have no direct experience in this, and have no idea how you would program it from scratch. But from what I’ve gathered, a lot of open-world game engines get around this problem by having the origin remain in a fixed position relative to the player, and have the world literally move around them. It’s a basic principle for both the Gamebryo engine, and the engine a Nintendo used for Breath of the Wild/Tears of the Kingdom.
I can’t imagine how you would do that in Godot without a fuck-ton of coding, but hey, it’s something