world
World Scale & Distance
A world feels small for three fixable reasons: it is physically small, it ends at a visible edge, or there is nothing in the distance. A "big map" means hundreds of meters with something on every horizon — not a 150m patch with empty space past it.
Size to the experience
Pick the world size from how the player moves. A third-person shooter map you sprint across for a minute is roughly 300–1000m wide, not ~150m. Place points of interest far enough apart that traveling between them takes real seconds.
Shape the ground
Outdoor ground is almost never flat — a flat plane is the clearest "unfinished prototype" tell after untextured gray. Give the terrain real shape: displace a subdivided plane's vertices with layered noise for hills, slopes, and valleys, or drive it from a heightmap. The noise must be coherent — Math.random() per vertex gives spiky static, not hills. Three.js ships no noise function, so add the simplex-noise package and sum a few octaves (each octave halving amplitude and doubling frequency) so large hills carry small undulations. Carve in readable landmarks — a ridge, a basin, some high ground — so the space has tactical variety, then call geometry.computeVertexNormals() so lighting follows the shape. Keep collision and the navmesh aligned to the shaped terrain, not a separate flat floor underneath.
The terrain is a surface like any other — it needs a real material, not a solid color (see the materials skill). Apply a tiled ground texture, and for a large map blend it by slope and height (grass on flat ground, rock/cliff on steep slopes, sand at the shoreline) so the whole map doesn't read as one flat green sheet.
Give the world distance
The eye reads scale from depth cues — provide all three so the world has a horizon instead of an edge:
- Horizon: a skybox / environment background or a distant terrain silhouette, so the ground never ends at a hard line.
- Fog:
scene.fog = new Fog(skyColor, near, far), tuned so far geometry fades into the sky. This adds depth and hides the draw-distance edge. Match the fog color to the sky color. - Distant detail: large background landforms, ridgelines, or structures the player can see but may never reach.
Set the camera far plane past the fog's far distance so nothing pops in, and keep near reasonable (e.g. 0.1) for depth precision.