Hello, I have been working on a project for some weeks now, trying to create a large open world. I have found that many different techniques exist but I really don't know which one I should use and since each of them could take a long time to make, I would like to get some feedbacks before. The goal is to have a landscape where we can see very far away without an ugly fog at some hundred of meters. Also, I would like to use control this terrain generation though hightmaps or terrain sculpting and not just get a random terrain with a perlin noise. It seems that clipmaps can be a good method to perform it but I am struggling to find any documentation on it. Is it only one mesh or many meshes composing a grid? I have found this web site: https://developer.nvidia.com/gpugem...-2-terrain-rendering-using-gpu-based-geometry On this website, it seems that the grid is composed by many meshes but I saw on another that a person used only one mesh subdivided in blender to create the whole terrain. But may be I did not understand well. I also found a conference made by the NASA on Unreal Engine: I watched it to understand how they made it in Unreal and see if it was possible to make the same thing in Unity. But I not sure to understand how clipmaps work. It runs on the GPU but does it mean that to generate collision, it is going to be more complicated? I also watch the tutorial from Sebastien Lague on how to generate a infinite terrain generator: I really don't know where to go and which method is better. If you have any information, I would be pleased to read them.