Yeah, but the problem is having that "transition" for one part to another seamless, without any lag or pause for loading. That would basically defeat the fun factor of our game. Imagine your chasing down a Bf-109 across the skies of Africa, you're zeroing in to make the kill, and he runs to a new "sector", then the game pauses to load or lags, and totally ruins your pursuit. No one would want to play, lol. I guess we could pre-load or pre-allocate the whole world before the player ever enters the game. Then they can go from piece to piece with no delay. I hope... I know it worked for bullets. If I didn't preload the mesh and texture, I would have lag when you fired your first shot. But when I preloaded it, ent_create would work on demand without a hitch. So I guess level_load could be handled in a similar way. I suppose we could break the whole world down into "chunks", which load one by one before you spawn into the world. Then your PC only deals with the part you are in. Then we'll have to make it so that 4 chunks are close to the size limits of the engine. That's in case a player is at a corner, where 4 parts come together.
Does that sound reasonable?