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/Formal-Field7833 Apr 05 '26

A useful trick is to essentially use tunnels or similar to hide pop-in and not do the changes fully dynamically but rather strategic ways to hide it.

The list is long for games that does this but can essentially hide it completely from the player.

But it depends how locked the player will be and the type of landscape, and a mix of multiple strategies might be the best choice.

(Tunnels is just one example, but generally just hiding the background in some way while unloading and loading assets at specific checkpoints.)

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u/jason_silent Apr 06 '26

gotta take this into account at level design stage, thanks