The game I am working on consists of just one quest, but the world required to tell the story well is huge and open like say in Fallout (so is the gameplay). It consists of three large cities having a lot of buildings with beautiful architecture (a lot of details - that is vertices). So I need to make a world in which a player can walk from one city to another (they are quite far from each other) through the forrest (and the forrest itself is also complex graphics element). At the moment I am finished with the story, the mechanics, 3d models and animations. I have chosen to use Unity 3d to implement the game.
I have never been working on a project like this and I need some advice. How to start building such world in game engine? Should I assume that game engine solves such problems internally (using occlusion culling, optimal collision detection etc) and create this huge map with all buildings and details or I rather should use things like portals (create detailed scenes locally) or other solutions. If the second case - what solutions are best in your opinion?
Thanks for any suggestions
Edited by Misery, 12 July 2014 - 11:02 AM.