I am not talking about procedural or infinite terrain, but a static world that's on a pretty massive scale and I'm thinking of the size of Skyrim or Fallout 3? With Godot 4 in particular I'm wondering how much performance cost and setting up it would take to just get that level of scale. I think being able to get a demo of something like that would be a pretty awesome way to show off Godot 4's capabilities too, I might do some experimentation myself on the concept and just see how much I can get away with. I feel like procedural worlds are way overrated anyway and I'd rather see a properly designed game world these days because it just seems cheap when I look at most open worlds.

    Lethn I am not talking about procedural or infinite terrain, but a static world that's on a pretty massive scale and I'm thinking of the size of Skyrim or Fallout 3?

    With large worlds, the main problem is filling them. It's hard to manually fill large spaces in a way that makes them interesting. As far as I know, creators of big worlds are not a stranger to procedural filling, manually handling only some quest locations.

    But it is possible to create big worlds in Godot.

    Oh yeah, some procedural generation is allowed for placement and things like that, but I'm thinking about things like designing proper towns and so on, but thanks for the resource, it may well be an idea just to play with the idea for the lulz when I'm bored and see what happens. If I remember correctly, I think Fallout 4 is a game that procedurally generated their terrain, but obviously they kept it at a fixed size and then I think they filled it with stuff?

      Lethn I think Fallout 4 is a game that procedurally generated their terrain, but obviously they kept it at a fixed size and then I think they filled it with stuff?

      I can't say for sure about Fallout, but they may have used this technique. I was talking about Skyrim.

      but I'm thinking about things like designing proper towns and so on

      Cities are a very concentrated entity in terms of content. I believe the complexity of creating a city exceeds the complexity of creating a blank terrain in area by at least 100 times more. It's very hard to do without autofill here.

      I should be clearer, I think I'm writing less about the actual content creation and layout of everything and more about, what can the engine take resources wise? It looks like the article answers my question fine and Godot can deal with pretty massive landscape potentially, I need to double check their units of measurements and see about experimenting. it would be interesting to just throw some static mountain ranges or something at the engine and fill it with stuff to see what it can take, I definitely plan on stress testing the engine a lot this year especially with Godot 4 now being nearly released.

        Lethn what can the engine take resources wise?

        If the question is whether Godot 4 can handle large spaces… there is no answer yet. As far as I know no one has done such a thing yet. Especially since it's still very raw.

        A double precision build of godot 4 should in theory be able to handle very large spaces(think a planet or even a solar system), if just space boundary distances is what you are asking about.

        Rendering those scenes on the GPU at single precision so as not to take a rather substantial performance hit is a bit more complicated ordeal, but has been at least in principle resolved as well.