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Around The World, Part 28: Scaling up

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Thomas ten Cate

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Description

This is part 28 of Thomas ten Cate's Around The World development blog about an early-stage sea exploration game in Godot. The post focuses on scaling draw distance so a wrapping planar world feels large from a third-person chase camera.

It covers raising view distance toward about 25 km with a fake planet radius of 83 km, world wrapping via 2x2 km chunks, a floating origin against 32-bit jitter, fake curvature by shifting chunks downward, terrain LOD with skirts, and editor-baked tree impostors. Skew-based curvature is compared with simpler vertical offsets.

It is for intermediate Godot and open-world developers who understand scene hierarchies and performance tradeoffs. Comfort with floating-point precision, LOD, and impostors helps.

The article is a free long-form post with diagrams and short videos in an ongoing series, with pointers to earlier project context.

It is useful as a practical case study of wrapping worlds, floating origins, fake curvature, terrain LOD, and impostors when pushing outdoor draw distance without full double-precision engines.