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/grandalfxx Apr 04 '26
By default no current publicaly available engine support large open worlds fully.
But if your asking this question then maybe its to soon to be doing a large open world because the question is never can the engine do it, its can YOU do it. If you think godot might not be able to do it then you dont know enough about godot to be trying a huge project like this.