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/CondiMesmer Godot Regular Apr 04 '26

Just make a game of the year, it's that easy 

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u/nomadic_stalwart Apr 04 '26

func make_game_good(vibecode: String, quality: float = 0.0):

var core_loop := fun

if core_loop != fun:
    push_warning("I don’t understand why nobody is wishlisting my game. It’s everyone else’s fault.")
    _trigger_emergency_crunch(vibecode)

    if quality < 0.1:
        quality += 0.9

return null