I have a question about how Camera3D works in godot.
In my game, I have a huge 3d map where the player can navigate in first person view. However, there is a problem where distant mountains will disappear when they get to the center of the camera view. I spent some time investigating my chunk code thinking it was a bug, but trying to reproduce the issue in a new project with no chunk system (the map is a single large 3d mesh instance) produced the same result.
What I think is that if the far plane of the camera is indeed a plane facing the player, then the distance from the plane to the player is greater on the edge of the camera view, which creates this effect where the land will be shown only on the edge of the camera. I’m not sure this is the correct explanation.
My question is, did anyone have the same type of issues and how did you work around this ? Is there someone who made a game where you can see the land from very far away who knows another way to solve this problem ? I thought I could bring the scale of everything down so the camera “far” value is well beyond the limits of the world ?
Here is a footage demonstrating the issue, where the mountains disappear as I rotate the camera. Of course, this only happens when I’m at maximum zoom level
I should have been more explicit sorry, but the problem happens in the editor and in the game itself, even if I set the far property of the camera to its maximum value.
In the editor, it seems I can increase the far value to remove the issue and display the whole land, thanks for the tip
Does it mean that to apply the fix for the game itself, I should increase the far value beyond the suggested editor limit of 4000?
When I say it crashes, I mean the it crashed during the loading of the game when the godot editor logo is displayed. It crashed silently, with no message/warnings/errors in the editor.
I am making a game where the player can navigate in a huge world. So I want the player to have a large view of the world around, made mostly of flat landscapes and mountains.
I tried both systems : one where the world is divided in chunks and they get loaded/unloaded dynamically. And another where the world map is a large mesh.
Then I found a plugin for creating and managing the world map that is very convenient for my project, so I’m currently using this: HTerrain plugin documentation
Nevertheless, I had the same problem with all the solutions above. Because it doesn’t seem to depend on how the world mesh is done but rather the camera itself.
I found out that my near value was set too low compared to the far value. When it crashed at 32800.0 far value, that was for a near value of 0.001.
I think that the crash only happens when the near value of the camera is too low and the far value too high. If I set the near value to 0.05 the game doesn’t crash even with a far distance of 400000.