No idea, will have to see how the engine copes. I would say that ultimately I am aiming to build a system similar to No Man’s Sky. Which means :
- The planets are actually really tiny compared to real planets
- When you enter the atmosphere, the spherical world (CGWorld) is swapped out for a flat tile-based one (CGTerrainManager), hidden with some visual . With the noise coordinates used on CGTerrain Manager being mapped onto the sperical world it should look pretty seamless, and circle round on itself ok.
Really depends on perforamnce though. I’m still using the RMC/PMC normal+tangent calculation which is achingly slow and on the game thread so I don’t have a good idea yet.