infinite is imposable but there are a few things you could do to make it larger
i just tested using workspace:PivotTo() and it never worked so looks like that can not be used as a option so you would need to manually shift all parts in the world as the player walks around but this would be kinda hard to do and if you have a lot of parts would not be grate on performance
workspace:PivotTo()
if you put this localscript into StarterPlayer.StarterCharacterScripts
local primaryPart = game.Players.LocalPlayer.Character.PrimaryPart
while wait(1) do
local center = workspace:GetPivot()
local offset = primaryPart.Position - center.Position
workspace:PivotTo(CFrame.new(-offset.X, -offset.Y, -offset.Z))
end
you will notice that every 1 seconds this will put your character at position 0, 0, 0
but now workspace.OriginPosition will have the same foating point errors but we can use this to at least double are total distance we can do
local primaryPart = game.Players.LocalPlayer.Character.PrimaryPart
while wait(1) do
local center = workspace:GetPivot()
local x1, y1, z1 = math.round(primaryPart.Position.X), math.round(primaryPart.Position.Y), math.round(primaryPart.Position.Z)
local x2, y2, z2 = center.Position.X, center.Position.Y, center.Position.Z
local offsetX = math.clamp(x1 - x2, -100, 100)
local offsetY = math.clamp(y1 - y2, -100, 100)
local offsetZ = math.clamp(z1 - z2, -100, 100)
workspace:PivotTo(CFrame.new(-offsetX, -offsetY, -offsetZ))
end
and here is a improved version what this does is round the players position so that the workspace.OriginPosition does not have point values it will only have hole numbers that may allow for larger numbers (not tested)
im also clamping the value set to -100 , 100 just for this demo what this does is allows the workspace.OriginPosition to only go upto 100 and if the player walks any further it will be on the players position
so what that means if you walk 260 studs to the right
workspace.Origin Position = 100, 0, 0
character.Position = 160, 0, 0
so you should set the -100 and 100 to a very large number just before the game starts to glitch
so here you can see how we could at least double the distance but it might even let you go further as we are rounding the numbers so the workspace.OriginPosition might allow for even higher numbers but im not sure as i have not tested
the next thing you can do is scale everything down and reduce the walk speed
if you scale everything down by lets say 50% and reduce the players walk speed from 16 to 8 it would take twice the amount of time to walk to farlands
and you could use both of these methods together to increase the size of the world