Quote: "@Corno_1: It's an interesting idea! I dare say there may be some issues with any remaining hardcoded stuff, such as minimum physics sizes and default detection zones for the AI pathfinding, but I dare say you could double or quadruple the world size by shrinking the protagonist and all elements down to 25%."
I made that option in GameGuru Loader:
global gameguruscale# = 17 // Scale everything inside gameguru level.
But i use the scale in nearly all aspects of the code , so your into a lot of coding , simple stuff like moving a object to a new position/light position-radius/camera position/collision/raycast ... ... ... everything will be wrong if the scale is not in the calculation, it need to be included in nearly all calculations.
I made another approach for a old AGK 3D mobile demo that needed 60 fps on mobiles , it fake it by repeated the same terrain 9 times , when the player camera get near the edge of the terrain, it moves the camera directly backward by the terrain size , and you always end up at the exact same "view" position , and it looks like its a unlimited terrain.
https://www.youtube.com/watch?v=RbIzyNcGAXQ
But Lee's zone system would be the ultimate one
Edit: btw. Trying Lee’s
CA 10 hour, only at 1:13:20. not sure i make it
best regards Preben Eriksen,