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The Engine Size


Matrix
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It really depends how you use it. Terrains have a limited size, but I don't use terrains, but only 3D meshes. The scene graph has a limited size, but it can be avoided by moving all objects closer to the origin when the player is too far away from the origin. Using these techniques you can build infinite streaming worlds. Loading of new models which have not been loaded yet, will cause a small delay of a few frames, but you don't have that many different models in a large world anyway, and you can even preload the models if you have enough memory.

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