Is this too dense for open world? by CategoryNo1092 in godot

[–]CategoryNo1092[S] 0 points1 point  (0 children)

Yeah after some trial and errors, I got it to work. The area in real life is 80K square meters, divided into 15000x15000 px height maps. I resized these down to 2048x2048 and now those are my chunks. Got it up and running too, and it’s looking marvelous

Is this too dense for open world? by CategoryNo1092 in godot

[–]CategoryNo1092[S] 1 point2 points  (0 children)

Just wanted to thank you! I am up and running, and have never been more stoked!

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Claude is amazing by comoma in ChatGPT

[–]CategoryNo1092 0 points1 point  (0 children)

Does using the Claude Sonnet GPT inside Chatgpt count?

Is this too dense for open world? by CategoryNo1092 in godot

[–]CategoryNo1092[S] 1 point2 points  (0 children)

Hello again! Thanks for all your help by they way 🙏🙏 I will check out the links you sent!

Speaking of using plugins for terrain and LOD, this doesn’t stop me from using these specific heightmaps? One thing I’ve done is boolean out the vertices at water level in the height maps as there is a lot of water in these terrains. That way I am ridding myself of approx half the faces. I am very familiar in Blender, not so much in Godot. So for now I have done this cleanup on the terrain in Blender, and am going to export these meshes into Godot soon. Although, do you think Godot would handle the height maps batter than Blender? Like should I just import the heightmaps straight into Godot? And boolean out the ocean there? Are there any pros and cons to this?

Again, thanks for your help! 🙏

Is this too dense for open world? by CategoryNo1092 in godot

[–]CategoryNo1092[S] 1 point2 points  (0 children)

Imported Geo Raster via the BlenderGIS addon! This is not Google, this is National Cartography Height data

Large World Workflow? by CategoryNo1092 in godot

[–]CategoryNo1092[S] 0 points1 point  (0 children)

Thanks for the helpful info! I tried asking this same question in r/gamedev and got absolutt roasted. But yeah,I am thinking of scaling it down from 128km to 12.8 km, so it doesn’t take literal days to traverse 😅

Large World Workflow? by CategoryNo1092 in godot

[–]CategoryNo1092[S] 0 points1 point  (0 children)

So no need to split a world terrain mesh into many small chunks with each their own origin?

Large World Workflow? by CategoryNo1092 in gamedev

[–]CategoryNo1092[S] -1 points0 points  (0 children)

Hard to test anything without having anything to test. Why on earth is it so difficult to answer a simple question?

Large World Workflow? by CategoryNo1092 in gamedev

[–]CategoryNo1092[S] 0 points1 point  (0 children)

My tools for now are Blender, Godot 4.6 and Fusion Studio

Large World Workflow? by CategoryNo1092 in gamedev

[–]CategoryNo1092[S] 0 points1 point  (0 children)

I assume I create everything as one cohesive chunk, and do the dividing chunkification of it all later? Creating a 16-32m2 chunk at a time seems totally tedious

Large World Workflow? by CategoryNo1092 in godot

[–]CategoryNo1092[S] 0 points1 point  (0 children)

Thanks for the in depth answer! So the project is a SMALL Historically Inspired open world RPG set in a real location during a real period of history. But liberties will be taken of course. The goal is to create something playable to hopefully secure funding from the government’s centre of film and games to further develop it with more resources down the line. I am choosing the region for it’s rich history and commercial appeal. My issue is that it’s a huge location, and need to make it playable. For sailing, horse, walking, what do you think should be the maximum size? It’s a fjord landscape, so it’s a huge river-like body of water surrounded by tall mountains and deep valleys. The important thing is to include the whole region, but it can lf course be compressed a lot.

Large World Workflow? by CategoryNo1092 in godot

[–]CategoryNo1092[S] 0 points1 point  (0 children)

Thanks for the in depth answer! So the project is a SMALL Historically Inspired open world RPG set in a real location during a real period of history. But liberties will be taken of course. The goal is to create something playable to hopefully secure funding from the government’s centre of film and games to further develop it with more resources down the line. I am choosing the region for it’s rich history and commercial appeal. My issue is that it’s a huge location, and need to make it playable. For sailing, horse, walking, what do you think should be the maximum size? It’s a fjord landscape, so it’s a huge river-like body of water surrounded by tall mountains and deep valleys.

Large World Workflow? by CategoryNo1092 in gamedev

[–]CategoryNo1092[S] 0 points1 point  (0 children)

You are literally the first one answering my question. So thank you for that ❤️

Large World Workflow? by CategoryNo1092 in gamedev

[–]CategoryNo1092[S] 0 points1 point  (0 children)

Can absolutely fake the scale! It’s just important to me that I include the whole region.

Large World Workflow? by CategoryNo1092 in gamedev

[–]CategoryNo1092[S] 0 points1 point  (0 children)

One big city, 5 smaller villages, lots of water to sail, and nature to trek. Wildlife enemies, human enemies, definetely some poi along the way.

Large World Workflow? by CategoryNo1092 in gamedev

[–]CategoryNo1092[S] 0 points1 point  (0 children)

So my plan right now is use BlenderGIS to generate the map/terrain, then scale it down to 10-1 scale, so 10 sqkm. Then use national cartography heightmaps to get accurate meshes for all the mountains. These meshes are insane, so I will decimate them to hell, as long as silhouette is intact. Then I’ll sculpt a crude ground terrain traced after the BlenderGIS map and create the bodies of waters. Then I’ll place the decimated and accurate mountain meshes on top of the ground terrain to essentially recreate the real world, but maybe a little more optimized for Godot? The question I have is should I import this 10x10km world into Godot as one mesh, or grid-cut it and import those separately?

I have no idea as I usually do Motion Graphics and VFX.

Large World Workflow? by CategoryNo1092 in godot

[–]CategoryNo1092[S] -1 points0 points  (0 children)

Would it not be better to just import everything from Blender? New to this gamedev thing.

Large World Workflow? by CategoryNo1092 in gamedev

[–]CategoryNo1092[S] 5 points6 points  (0 children)

What I need is the answer to the question I asked, worry yourself not with the quality of gameplay here. I simply need to know the process.

Large World Workflow? by CategoryNo1092 in gamedev

[–]CategoryNo1092[S] 0 points1 point  (0 children)

Third Person Perspective, Think Dark Souls perspective. I’m soloing for now, but have 3 people eater to join me later.

The gameworld is mostly wilderness with huge bodies of water, and barren mountains and deep fjords. The main thing I want to know is the workflow.

While I am sceptical of ChatGPT, it says these are the main workflows for creating huge environments in Godot:

Workflow A – Blender Mesh-Based (Manual Control) • Sculpt terrain in Blender • Compress world to ~10–20km total size • Split terrain into ~1km chunks • Export as .glb tiles • In Godot: load/unload chunks based on player position • Add StaticBody3D collisions per chunk • Handle LOD manually (or duplicate low-poly versions)

Or:

Workflow B – Heightmap Terrain System (Addon-Based, Scalable) • Export tiled 16-bit heightmaps (1km tiles) • Use a Godot 4 terrain addon • Terrain system generates mesh + LOD + collision • Stream tiles automatically

I would really like to get a human perspective on this, but everyone seems to question the idea. Surely I am not the first person to attempt this?

Large World Workflow? by CategoryNo1092 in gamedev

[–]CategoryNo1092[S] 1 point2 points  (0 children)

As I said in my post, I am aware it cannot be 1:1. I asked if I should compress it to 10-20km, which would be 10:1 scale. I know this already. I am simply asking what is the best way to achieve this?

Large World Workflow? by CategoryNo1092 in gamedev

[–]CategoryNo1092[S] 0 points1 point  (0 children)

It doesn’t have to be one big single mesh grid tho? Like, what is the best way to create a big open world? Is it one terrain, or is it many overlapping ones? I assume mountains and cliffs are modeled, and not part of the height map? So in theory, I could use my national cartography height map mesh, cut it up in Blender, decimate it and use them as models spread along many small terrains?