I wanted to know if there is any "limit" to how big a game world can be in the engine. I KNOW that MED and WED have size limits for models and maps. But our plans are to make a monstrous map, comprising of the better portion of North Africa. I've read a bit about using "chunked terrain", but don't know a lot about it. I've also seen examples in the AUM for "stitching" terrains together, and for making "endless" terrain.

Basically, I'm thinking we need to use chunked terrain and some way of "stitching" or weaving the different pieces together. And we'd want to code it so that the client's PC doesn't have to worry about the "sectors" of terrain he/she can not see. If we can do that, I think we should have good performance. But we need smooth transitions from one "chunk/sector" to the other. I think a strong LOD system is going to be crucial here as well.

So basically, I want to know if A7 is prohibitive in any way about making very, very, very large worlds. Can this work if it's done correctly? I'd also like a basic explanation of the benefits of chunked terrain (just simple summary/overview).

Thanks for your time!