The edge of the world

hi

What recommendations do you guys have for handling the edge of the world for open world landscapes? Just fade to nothing? Create extra landscapes that the player can’t get to like impenetrable forest or mountains?

I guess it depends on what sort of project you’re doing. Many landscapes are carefully planned to make some sort of physical boundary preventing the player from going out of the bounds rather than just an invisible wall (mountains, walls, ocean etc). For general purposes I’d go with a combination of physical bounds and low resolution mountain meshes in the background to give the sense of distance, like the Kite Demo. A project I’m working on features landscapes as continents in an ocean, so I’m going to simply teleport the player to the corresponding opposite side of the map when they reach the bounds in an attempt to simulate a globe since the edges of the map is all ocean.