Hey Lumberyard team,
So I am really interested in large open seamless world support for LumberYard. So here is what I mean by that. Maps that are Larger than 4km x 4km without running into floating point precision issues and The player / players can walk between each map seamlessly with out any loading screens. MMOs, Large scale single player, Cooperative games, Flight sims and Space Sims are the best examples here.
said - There are a bunch of ways to implement large world support. How ever I will list some methods that can be used to achieve this. I will let you fine folks go over the finer technical details.
Rebasing the player origin - This is the method that Unreal Engine uses. However it does not work in multiplayer YET on Unreal Engines side out of the box.
There also needs to be supplemental tools to help in the content creation side of these large seamless open worlds. Otherwise there will be allot of complaining and headache on the end users side.
Example supplemental tools -
A Procedural Rule Based foliage placement tool - We should be able to define what trees and foliage we want to place and then define a volume to just place the foliage. Similar to this - Link
Open Street map integration for the rapid placement of roads, buildings, and landmark objects. We should be able to tweak the road networks as well. Maybe Similar to this - Link
Some sort of large scale Level of Detail system that can handle lots of LODs with minimal impact on performance.
A robust object Instancing system - Lumberyard / Cryengine already has a robust object instancing system. But it could be better out of the box.
That said - I hope that this helped.