RTS World Scale 1:1 OK?

If it’s not an issue I’d like to keep a 1:1 world scale for my RTS game. Is that OK? I know I can adjust the shaders to account for the camera distance. No big deal.

As far as the “size” of the game; think Starcraft. NOT Total War.

Hi Fairchild,

I can’t think of any reason not to build assets to a 1:1 scale. Any marketplace assets would work ‘out of the box’, and the engine generally expects you to be working at a ‘normal’ scale. (as opposed to having tiny meshes)

As long as textures are a power of 2 they will use mip maps (lower res version of the same texture) at long distances.

Let us know if you run into any issues though!

Are mip maps an automatic feature in unreal?

Yes, they are. As is texture paging, and loading only the MIP levels that are needed for a particular level of detail.

Note that Unreal units are 1 cm == 1.0 units, so a “1:1 scale human” will be about 180 units tall.

The main reason to not build units to “normal scale” in an RTS, is that a tank in real life is a lot bigger than a human, and a grenade in real life is a lot smaller than a human, and something like a cargo aircraft is a lot bigger than a human. Dealing with these differences makes for real level design, simulation, and gameplay challenges.