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In most games the whole world is small enough to fit into memory, however there are games where this is not the case, how is this archived, how can the game still run fluid even though the world is so big and maybe even dynamic? How does the world change in memory while the player moves?

Examples for this include the TES games (Skyrim, Oblivion, Morrowind), MMORPGs (World of Warcraft), Diablo, Titan Quest, Dwarf Fortress, Far Cry.

API-Beast
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  • And the question that made the OP yesterday realize their questions was a duplicate: What are the techniques used to save space with very large levels? – House Sep 29 '12 at 15:24