At first I wanted to use regions 10x10 (like minecraft). But because of GetAsyncThrottling Error i decided to use Datastore key per chunk, for example “20x-18”.
What about trees: … it’s difficult.
Firstly: I define tree’s center, (just random).
Secondly: I place blocks in already existing chunks.
Thirdly: I put the remaining blocks into a special table.
When some chunk is trying to load, i check that table and if there is a block which should be in this chunk, i place it.
Yeah, my english is “brilliant”
Yeah, that’s the whole point, now you need 2 numbers as well to save every position, thus requiring twice as much memory. Saving the world == saving the chunk data, what was wrong about my message?
it’s not a render limit, it’s just that as the numbers get bigger, the precision of floats reduces (more digits of the 64 bits are used to represent the big number, and less are used for the fractional part of that number). This affects multiple things like player movement, which becomes jittery, and rendering in roblox (idk about minecraft). For example, in older versions of minecraft Java, you would see the farlands at around 12 million blocks:
Secondly: fall into the void glitch is another effect of client-prediction. While trying to move character, client for some reason just ignores blocks. Client thinks that there is nothing underground, but it’s not on server, and you just fall on client. I will fix this.
Thirdly: I just took these screenshots for fun. I think that I will replace them.
Alpha 1.0.2 Update:
-fall into the void bug is fixed, maybe
-crafting tables are usable again
-network debug: blue and orange boxes
-server finally loads chunks faster
Once you go to far the game starts to freak out. So they made a solution: they just add a border.
How ever, this is not a thing on bedrock edition (console) and you can see what happens. The game starts to have physics and render issues (blocks are invisible, you start to fall through the floor, players are like really spiky)