Hi all.
I’ve been playing with Unity 5 for a few weeks updating my c# skills and having some fun. I’m working on a map based god/war type game which would cover an area of 2000*2000 miles. My plan is to do this in 10ft resolution, so the map space is just over 1m units * 1m units (x, z). If I do it in 3d, the height / y axis would be about 5k (50,000ft). Terrain would cap out around the 2k mark.
There will be some 2000-3000 ground based objects (factories, airfields) of between 10u - 100u in size. These will need to scale up for distance viewing, but I will use camera clipping and blending to prevent too many from trying to draw.
There will be up to 5000 airborne objects (ok, probably alot less, but dream big, hey) with fairly low-res textures which will need to be scaled up or they’ll disappear. These may need to be 100u to maintain visual acuity. Again I’d clip these as appropriate, but the engine would need to manage these off-screen at all times.
The player would need to be able to move to any part of the map quickly, and the nature of the game would mean some of these airborne objects would converge in tight spaces. I’ve just been playing with spheres, and can happily get 1000ish into screen space without much of an issue.
I’m not sure I fully understand the issues with the floating point resolution at the edges, but I think it’s OK. As the edges will be max of 700k px away, I think that means my FP would be 999999.x. As I’m using the 10ft resolution, I’m more than happy with +/- 1 pixel granularity. Anywhere within that 10ft box is fine by me. If there’s a cumulative drift problem, then I might have an issue, so please correct me if my understanding is wrong. I won’t be using colliders, so accuracy is a minor concern from that point of view.
So, should I do it? Can Unity handle the beast? I’m at the point where if this is going to happen, I need to build a scenario editor to allow my database guy to get to work, but I don’t want to waste effort if it’s all going to go to hell in a handbasket when we stress the engine.