Is Flax Engine ready for a small- or medium-sized open-world game?


Flax Engine says one of its main selling points is its ability to create large open-world games. But I also understand that some features required to make a larger open-world game are not yet implemented in Flax, such as world origin shifting.

What I’m wondering is if, in its current state and age, Flax Engine can make a performant open-world game that’s not super large, but still open. Like, Bowser’s Fury, for example. The content in that game is spread far apart into clusters, but the entire world can be freely traversed, making it feel way bigger than it is. If Flax can build a game like this, what are its current limitations? Does it have occlusion culling?

Relevant features already in the engine for the open-worlds:

  • in-built content async loading
  • textures dynamic quality streaming
  • highly multithreaded (physics, job system, animations, particles, etc.)
  • automatic draw calls batching and instancing
  • terrain and foliage tools (scalable)

Planned features:

  • Rendering relative to the camera (planned for 1.4)
  • 64-bit world coordinates (planned for 1.4 or 1.5)
  • World offset (will be skipped if we do 64-bit coords)
  • Content streaming profiling tools
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Regarding open worlds and texture, is there any virtual texturing tech in Flax AdaptiveVTex or ProceduralVTex? either RuntimeVT or BakedVT?

We don’t have any virtual texturing technology yet. Bu the engine and rendering is extensible and it’s possible to plug in 3rd party solution.

Also, small update on large worlds: 64-bit coordinates precision feature implementation is in progress…