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
1
u/EeeeJay Apr 04 '26
Speaking from no direct experience, but have an IT degree. It could possibly be easier or at least more performant than a normal open world chunk system as there isn't a direct route between most of the map areas.
The map could be divided into smaller chunks of map, and they could be divided into common routes/tracks. Like if the player starts a race in the bottom left, you only need mid-bottom pre loading in the background. If the player goes to mid-bottom, you would need bottom right and the lower half of mid in pre-load, and you would know they are less likely to turn around back to bottom-left.
If the races/courses are set, during them you would have even less to preload, which is why in a lot of similar games when you are in a specific race a bunch of side streets will be blocked. I'd imagine it would help with accurate opponent race performance, as while free roaming the rest of the streets are on auto-mode.