How I made Multiplayer Distant Horizons work in my game
IGoByLotsOfNames · 1,438 words · 7 min read · EN-ORIG

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In today's experiment, we have Green Field City from Minecraft versus me on three different accounts connected to the same server watching my fourth account who is going to detonate several megat tons worth of TNT in this nuke.
But there's one thing off about this. This isn't Minecraft. It's my own programming experiment where I attempt to combine Distant Horizons and Cubic Chunks from Minecraft while making it work in multiplayer. Distant Horizons is a Minecraft mod that increases Minecraft's max render distance up to infinity, while Cubic Chunks removes Minecraft's vertical limits. However,
these two mods do not work together in Minecraft, which is exactly why I made my own game to create a massive world without build limits or render distance limits, which could also work in multiplayer. But how exactly does my game work? Let's start with the basics. Pieces of the world are loaded whenever
a player goes somewhere and unloaded whenever they get too far away. These pieces are called chunks, which are regions of 32x 32x 32 blocks. So, there is a sphere of chunks surrounding the player at all times. Beyond this is a bigger sphere of chunks around the player. There are the same number of
chunks in each sphere, and the chunks in each sphere are all 32 blocks wide. However, the blocks themselves are twice as large in the farther sphere, meaning they have a lower level of detail, which is why we will be calling these chunks LODs. The terrain generation simply uses a lower resolution when it generates
chunks that are farther away from the player, meaning it only generates one block per 8 cubic m, then one block per 64 cub m, and so on as you get farther. So, no matter how big the chunk may look, it's still the same number of blocks being generated. This means that the massive regions of land that you see
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