I recently decided to make a trek to find the elusive End of the World (or in non-impossible terms, to get the biggest map I can). Here's my map so far (really, really, really zoomed out):
After 5 or so days (and nights) of traveling the direction the clouds go (left on that map), I still have not found the End of the World. Though I am hopeful that I will get there one day...
Chunks have "position" in the chunk grid encoded as signed 32-bit xy coordinates. The world should either wrap around or alias at 2^31 * 16 = about 32 billion blocks away from your spawn point.
Player location is stored as a double-precision floating-point value with a 52-bit mantissa. As long as all internal values are also double-precision, you'll be able to reach the Edge of the World without your position glitching.
That said, I've heard reports of glitching when people used map editors to move themselves to where the edge of the world should be.
I recently decided to make a trek to find the elusive End of the World (or in non-impossible terms, to get the biggest map I can). Here's my map so far (really, really, really zoomed out):
After 5 or so days (and nights) of traveling the direction the clouds go (left on that map), I still have not found the End of the World. Though I am hopeful that I will get there one day...
Dude... I'm doing the same thing now. But i'm doing it for the scenery :3
This just quotes the same "8 times the size of Earth" numbers quoted in this thread.
That number doesn't seem to be based on anything in the code that I'm aware of; in fact, the original quote wasn't clear as to whether it meant width equal to 8 times the Earth's circumference or surface area 8 times that of Earth.
The limit imposed by chunk coordinates (+/- (2^31 * 16)) is vastly larger. Earth is about 4e+7 meters wide at the equator. The chunk-imposed limit gives a map about 7e+10 metres wide, with about 3 million times the surface area.
If anything internal uses single-precision floating point rather than double-precision floating point, there might be a limit at +/- 2^23 blocks (glitch-free map width of 17 million blocks), but that's smaller than the quoted figure, so I consider it unlikely.
After 5 or so days (and nights) of traveling the direction the clouds go (left on that map), I still have not found the End of the World. Though I am hopeful that I will get there one day...
The map has about 8 times the surface area of earth.
Player location is stored as a double-precision floating-point value with a 52-bit mantissa. As long as all internal values are also double-precision, you'll be able to reach the Edge of the World without your position glitching.
That said, I've heard reports of glitching when people used map editors to move themselves to where the edge of the world should be.
Dude... I'm doing the same thing now. But i'm doing it for the scenery :3
epic mountain of all epicness has been found.
This just quotes the same "8 times the size of Earth" numbers quoted in this thread.
That number doesn't seem to be based on anything in the code that I'm aware of; in fact, the original quote wasn't clear as to whether it meant width equal to 8 times the Earth's circumference or surface area 8 times that of Earth.
The limit imposed by chunk coordinates (+/- (2^31 * 16)) is vastly larger. Earth is about 4e+7 meters wide at the equator. The chunk-imposed limit gives a map about 7e+10 metres wide, with about 3 million times the surface area.
If anything internal uses single-precision floating point rather than double-precision floating point, there might be a limit at +/- 2^23 blocks (glitch-free map width of 17 million blocks), but that's smaller than the quoted figure, so I consider it unlikely.