Circumnavigation for a game with procedurally generated terrain

Other than somehow faking a circular world by having multiple “copies” of certain chunks, I can only think of one way: making the world actually loop around physically. This won’t work with smooth terrain, and you’ll have to make your own character, character controller and camera controller, as well as your own skybox system. There will also be weird overlap issues where chunks meet. Then rotate each chunk about its edge, compared to the previous chunk.

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Alright, well I guess I will have to manage multiple chunks, thank you for the help!