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Unlimited world size in Unity3d (by a trick) & maximum speed?
Hello,
I am thinking about possibilities of making a huge world (we will ignore memory limitations). It may be city or cities + terrain and roads, or it may even be a space with several real size planets (more - less like Earth in size). So I am talking about the open world much larger than 10x10km defined by the floating point.
I have a couple of theoretical ideas of going around that limit, but as a total beginner in Unity3d and C# I need to ask can these ideas actually work well, so that it feels 100% natural and with good physics.
moving and rotating the world instead of the character, vehicle or flying machine.
This means that whenever and however you go, you would actually be in 0,0,0 coordinate, and the destination would come to you. So the movement would be simulated. I guess that it might be done with applying a bunch of script lines to any map object (and the rest of the map + environment would be linked to it) regarding of speed / handling of every single vehicle or character you manipulate with.
But even if this is all possible, I don't know what would happen when the scripted map object gets outside of 10x10km, and how would bouncing, deflections and physics in general behave comparing to the standard scripting.
this one I saw that somebody already tried / did - the world would be static until you come close to 10x10km border. Than everything in the game together (character / vehicle too) would rotate 180 deg. so the 0,0,0 on the map would be outside of 10km and you would just go without noticing anything. Rotation would happen whenever you touch that border (which should be defined / scripted somehow).
I guess there is also a possibility of "cheating" with multiple worlds / scenes, but seems to me it would be more complicated and it would be impossible to implement well on really big and continuous world.
I would also like to know what is the maximum possible speed in Unity3d.
thanks.
Answer by Xerosigma · Oct 12, 2012 at 04:44 PM
From what I understand, what you are trying to do is absolutely possible. But you must know it will take more than basic knowledge to not only complete but also set up a blueprint of how the engine will work. But I'm sure you're more than capable of getting a nice road map out. I would advise taking a look at this thread: link text
It covers precedural generation, world shifting methods, mesh deformation, and more. It should give you enough information to at least have an idea of what you're attempting.
Ok, thanks for the answer, I will check that topic.
I think that the solution of rotating the world on borders would be much more simple to script, since it would be just 1 more-less small script added to totally standard scripting, unlike the 1st solution.
In this case I guess that some speed limit should be set. For example, the speed of 10km/sec would cause the rotation of every single second, or even faster depending on actual direction of moving and border size and shape. Seems to me that wouldn't be good for performance and even stability.
So I will most likely leave the idea of real-size planets for some distant future, because making something like that would require much more advanced work than a (much smaller) piece of land, and I think it would be handy to have speeds much higher than 10km/sec (at least 1 machine).
On the other hand, for the cities + roads and terrain, speed limit similar to today's 5th-gen. fighter speed would be more than enough (or even higher)...
Regarding the procedural generation, as I know the largest world so far has Fuel made by Asobo. I like that idea very much, but in case of Fuel's map I don't like that there is no much variety like in the real world. But for some large parts of the terrain and especially for the planets something like that would be a great solution.
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