I want to begin working on a big sandbox game with lots of oceans and islands. This will obviously require a very big map.
I've spent the last couple days researching the best methods on doing this and so far have figured out that
I need to split the terrain into tiles/chunks.
I need to have the player only load those tiles/chunks that are closest to them and unload those further away.
That being said. I would rather avoid flooding my game with a bunch of assets and want to kind of handle things on my own and hard code these systems in myself.
Some questions,
Can I just create a massive 20k x 20k terrain using Unity's built in terrain editing system and then worry about splicing and loading/unloading the tiles later?
or do I need to build my big terrain in an alternative program and import my terrain in then handle the splicing and loading situation?
Also, when it comes to multiplayer. I assume I would just need to basically do the same thing just for each client?
I would appreciate any other tips or guidance on doing this as well. Thanks.