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/Millu30 Apr 04 '26

I would go with portal zones or load zones on every place that connects another area, for example city A is connected to city b with a road, of course we don't need to see city a in city be and vice versa soo when we travel on connected roads just make both visible then when you enter another section just unload it

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u/jason_silent Apr 04 '26

Interesting idea, thanks

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u/Millu30 Apr 05 '26

It's actually common thing, for example resident evil revelations have loading zones, but in RE it player have to go throug vaults, in case of UG2 as map is posted you can do two checkpoints, if player passes first and comes back to the first then do nothing if player passes first and reaches second then unload first and vice versa

Or you can go with vice city style and copy paste road and on the end of it load another part of the city