Seamlessly Endless Landscape

Hi!
I’m working on a project where I want the player to have quite large amount of locations (levels) for him to travel between. Level streaming is not a good option (kinda overkill) for what I have in mind, so I’ve been thinking of some creative loading screen.

What I came up with is kind of X-COM 2 style screen, where characters ride along in a car exchanging random dialogues with cinematic views on the car rolling along the road, and I’m wondering if it is possible to make a seamlessly endless terrain with foliage just passing by without end (until player decides to hit button to end loading :))

The endless-runner method with meshes popping in and out is kinda not the case, so is there some way to do something alike with terrain(landscape)?

One option I see is to create a reeeeeaaaallly wide circle landscape, so it would seem like a straight road, but it

a - can still be visibly curved and denies some cinematic shots

b - does not really fit the desirably small size of a “loading screen level”

Any ideas?

I havn’t played XCOM but I think what you want is an endless seeming world loading screen in which the player can run. Kind of like Assassin’s Creed have. I think you would find this tutorial helpful.

No, that’s not quite the thing I’m looking for. I need (or at least what would seem to be) an endless >landscape< with foliage, road, ground materials, all constantly passing by the player.

Thx for an interesting video though. :slight_smile:

Oh. I have an interesting idea in mind. It will not work as it is and might not be easily implementable, but it is an idea.
Make a material 2-sided material with texture of a landscape and sky. Now put a panner node on it to make the texture move towards the player. Apply that material to a sphere that encloses the player.
Definitely not be exactly what you are looking for but, just an idea that popped in my head :stuck_out_tongue:

Maybe you can find some inspiration and do something with it as I’m not an expert with materials.

That is indeed a possible solution.
It’d hardly achieve the “lightness” and density of a landscape-painted foliage, but still kind of a workaround… :slight_smile: