Assuming you were to successfully import the meshes, I’d recommend working on something which would seamlessly teleport players to a different plane on the y axis or, seamlessly “offload” a chunk, replace it with another chunk and, teleport them to the start of the chunk which was “loaded” to prevent floating point errors.
I’ll be scaling the whole map down, so that my main parts of land can be solid MeshParts, though the ocean, which I’ve already done, will be a SpecialMesh.
The ocean is split up into about 9 parts, and the islands are too.
40 trillion studs is not possible. Go home.
The floating point errors would make the game unplayable at only 100,000 studs. You need to scale the map down to about 1Mx1M studs or less and make a system to move the world origin around. Good luck.
This is a very good idea, as I’m using tiled meshes to create it. I’ll have a look at how I’d go about scripting something like this.
Thank you!
In my main post, I’ve said that I’ll be scaling it down a lot, and by using the suggestion from @Unknownstaffmembe, I could reduce floating point issues further.
I also hope that Roblox will start working on physics grids again, as I, like many others, would have found that really useful in creating maps as big as this.
I think you’re really under-appreciating how severe floating point errors actually get at comparatively very little distance from World Origin. Shrinking 40 trillion by 1 million times is still 40 million studs, which is still orders of magnitude too large.
How much do you expect to shrink it?
I can see now that this project is a bit too ambitious at the minute, so I may need to make some changes.
I’ll also be shrinking it as far as I can, up to the point where parts of my aircraft will be around 0.05 studs in size.
I do agree, considering it’s 40,000,000,000,000 studs, I personally think it would be better if the map was spread out over multiple places (one example is Startscape Starscape [Beta] - Roblox); even though you could spread this over multiple places, it would also be a nice idea (in my opinion) to include chunks.
How would you make a group of objects (and the player) transfer between games?
(By objects, I mean all of the parts that make up the aircraft)
You won’t exactly be able to transfer objects but, considering it’s a flight simulator, you could have a copy of every plane in ReplicatedStorage in every place.
You could use TeleportService to teleport players to different places and, TeleportService allows you to send TeleportData when teleporting players.
e.g.
Teleport players in an aircraft > Send teleport data > Retrieve teleport data > If the plane a player was in already exists, make them sit in their seat or else, clone the model of the plane they were in, teleport them to their seat and wait for the pilot/co-pilot to join.
local TeleportData = {}
TeleportData.Aircraft = "Some aircraft"
TeleportData.Seat = "Some seat"
TeleportData.Identifier = "Some identifier to identify which plane the player was in"
Edit* After reading that TeleportData shouldn’t be trusted as it’s sent by the client, you could use datastores instead
Okay, thanks!
I’m already using data like this for the initial teleport from the menu into the actual game, which is very useful, however if I do this then there’ll have to be a bit of a delay during people’s flights, which could cause a bit of a problem, and if the game becomes popular (though I doubt it will), then it could make the game very laggy, considering that the Lil Nas X event nearly broke Roblox.
Well idk if this helps, but I know in blender if you export your mesh as fbx then inside studio if you go to game explorer and import the fbx mesh from there it’ll put all the meshes inside your workspace and they will be separate like they were in blender. So like if you had 50 different meshes in this 1 fbx then it would import into studio as 50 different meshes. Hope that helps
Ooh, I usually export meshes as FBX, however I didn’t know that they could work like this! That’s really interesting, thanks!
Edit: I’m now making a prototype for the game, and since my meshes are tiled, this feature seems to be extremely useful!
bro we tried to import gta 5 map into roblox. yeah we did it but its clearly buggy. you cant even launch studio.
The GTA 5 map is a bit different from what I’m trying to do, as what I’m working on is a fresh design, unlike the map you used which could contain bugs since you took it from a pre-existing game.
Hi there!
Fairly sure it’s impossible to import that big of a mesh, but what you can do is make it load some chunks the closer you get. I have a great example here: AirX 2020: Old - Roblox
It’s one of my favourite games to play, and it works absolutely perfect.
Hopefully this can help you to understand one of the many possible ways of doing it. Good luck with this project, excited to see how it turns out in the future
Don’t think this is possible. I’m assuming it’s 40 trillion square studs, which puts your X/Z in at ~6,300,000 studs. And that doesn’t even account for the Y axis. You could have way more in height. Most computers cannot load more than 20000x20000 terrain maps easily, so who is your target audience?
Gamers with a computer and good enough internet to be able to play this game likely don’t play Roblox, as they can play better games with their better hardware.
Also Roblox has to store this data. 40 trillion studs, with each stud likely having a position, material, collision box, etc. The number of bits this would have to be would likely be 40 trillion x 100 (all the bits for xyz + extra). So that’d be around 4 quadrillion bits. That estimates around 500 terabyes.
Now assuming hardware and internet connection was no issue, do you think Roblox would store 500 terabytes of game data for any game? A cost of a 500 terabyte server storage rack is about $40K USD.
Not saying it can’t succeed, I wish you the best of luck, but it does seem highly unlikely. Regardless, I hope you can find a solution.
I suggest having multiple places for different areas. So you would switch to that separate game.
You should make different meshes, for example a big mesh but you divide it in 3 meshes.
also hi
AirX is an absolutely brilliant game, and the realism (such as the detailed cockpits and realistic physics) is what I’m trying to do with my game too.
The problem is that AirX uses triangle terrain created through scripts that take data from the internet, which is what allows it to include the entire world in it. I’m doing a similar thing by using the GIS plugin for Blender, but the tiles are slightly bigger (9 tiles of flat ocean for the 40 trillion studs, which is what the majority of the map is made of, and about 1000 stud tiles for terrain on land), so it’d have to do it slightly differently.
I could potentially increase the amount of water tiles and since the game will be shrunk, I could use that as a way to load and offload chunks.