Skip to content

Commit

Permalink
update
Browse files Browse the repository at this point in the history
  • Loading branch information
mpax235 committed Oct 4, 2024
1 parent a0cd819 commit 5c25d1f
Show file tree
Hide file tree
Showing 2 changed files with 51 additions and 8 deletions.
59 changes: 51 additions & 8 deletions blogposts/bedrocklimits.html
Original file line number Diff line number Diff line change
Expand Up @@ -20,6 +20,9 @@
.doorvsthenafter img {
height: 500px;
}
.stripelands img {
height: 500px;
}
</style>
</head>
<body>
Expand All @@ -44,17 +47,17 @@ <h1>Exploring the limits of Minecraft: Bedrock Edition</h1>
<!--### BLOG POST CONTENT GOES HERE ###-->
<!--###################################-->
<h4>NOTE: The information was gathered by teleporting to far distances in Minecraft: Bedrock Edition.</h4>
<a>While you may think Minecraft is really infinite, it is but due to Computer limitations, it stops at the 32-Bit Floating Point.</a>
<a>While you may think Minecraft is really infinite, it is but due to Computer limitations, it stops at the 32-Bit Floating Point limit.</a>
<br></br>
<a>The distance effects of Bedrock Edition also happens on Java Edition but much far far away due to it using</a>
<a>64-Bit values instead.</a>
<br></br>
<a>So now its time to explore the limits!</a>
<h2>Exploring the limits</h2>
<a>Usually the first limit happens 16,384 blocks away from origin but I am unable to notice the minor jittering</a>
<a>Usually the first limit happens 16,384 blocks away from origin but I am unable to notice the minor jittering,</a>
<a>so I went to 32,768 blocks and noticed that it was a little bit jitterly.</a>
<br></br>
<a>Then I noticed at 65,536 blocks that when I sneak in and out, it was jitterly too but a little bit.</a>
<a>Then I noticed at 65,536 blocks, that when I sneak in and out, it was jitterly too but a little bit.</a>
<h3>Medium effects</h3>
<a>I decided to go to 131,072 blocks, it was more jitterly and it turns out that each power makes more jitter from this point.</a>
<a>262,144 blocks is also jitterly so I went to 524,288 blocks and the jitter effect was more visible.</a>
Expand All @@ -71,15 +74,20 @@ <h3>Major effects</h3>
<a id="smalltext">Door before 2,097,152 blocks (right) and after 2,097,152 blocks (left)</a>
<br></br>
<a>At 4,194,304 blocks, your journey ends here on Survival if you don't have Ender Pearls, Elytra with Fireworks, Riptide Trident, Horseback, Boats or Chorus Fruit as the minimum speed is now changed to</a>
<a>5 blocks.</a>
<a>5 blocks. More than the speed of 4.3 blocks for the Player.</a>
<br></br>
<a>Now at 8,388,608 blocks, it is 8,388,608 blocks away before the Game's terrain breaks,</a>
<a>also the Entities less then 1 block will fall through the Blocks (includes Players). The only mobs that can stand on the terrain in this point are Minecarts (if rails are placed correctly), Ravagers, Boats, Spiders (normal only), Iron Golems, Shulkers, Polar Bears and Horses (grown only).</a>
<a>Now at 8,388,608 blocks, it is 8,388,608 blocks away before the Game's block rendering breaks.</a>
<a>Entities less than 1 block will fall through the Blocks (includes Players). Entities will also fall through the Void barrier which is not what they are supposed to do. The only mobs that can stand on the terrain in this point are Minecarts (if rails are placed correctly), Ravagers, Boats, Spiders (normal only), Iron Golems, Shulkers, Polar Bears and Horses (grown only).</a>
<a>Badlands generation also breaks by Terracotta Strata being distorted and more blocky.</a>
<h2>Game-breaking effects</h2>
<a>16,777,216 blocks marks the start of the Stripe Lands, every second block is now considered "Invalid", the camera breaks</a>
<a>if you are in those "Invalid" spaces. Sadly this is how far I can go due to the Teleportation limit of 30,000,000 blocks.</a>
<br></br>
<div class="stripelands">
<img src="../sources/blog/bedrocklimits/stripelands.png">
</div>
<a id="smalltext">Stripe Lands rendering beyond 16,777,216 blocks. Looks broken huh? The "Sky" color stripes are "Invalid" spaces while the "Grass" spaces are "Valid" spaces.</a>
<br></br>
<a>However it does not end here. Thanks to AntVenom's video, I figured that using PocketMine lets me teleport beyond 30,000,000 blocks.</a>
<a>When i tried it with
<a id="code">tp mpax235 33554432 100 0</a><a>, it did not work but going to 30,000,000 blocks and then running</a>
Expand Down Expand Up @@ -208,9 +216,9 @@ <h2>Conclusion</h2>
<td>The coordinates of every entity are mutliples of 64.
<br>The minimum speed is now 640 blocks per second.
<br>The gaps changes to be 64 blocks wide.
<br>Some low and mid-end devices here crash at this point since beta 1.17.30.24. Only high-end devices (like the iPhone 13) can survive beyond this point.
<br>Some low and mid-end devices here crash at this point since beta 1.17.30.24. Only high-end devices (like the iPhone 13 and iPad 7th Generation) can survive beyond this point.
<br>Riptide III no longer works. Making vanilla movement impossible.
<br>In versions older than 1.18, frustum culling lost its precision.
<br>In versions older than 1.18, frustum culling lost its precision. Making areas directly in front of the Player invisible.
</td>
</tr>
<tr>
Expand All @@ -232,6 +240,41 @@ <h2>Conclusion</h2>
<br>The gaps changes to 256 blocks wide.
</td>
</tr>
<tr>
<td>X/Z 4,294,967,296 (2^32)</td>
<td>The coordinates of every entity are multiples of 512.
<br>The minimum speed is now 5120 blocks per second.
<br>The gaps changes to be 512 blocks wide.
</td>
</tr>
<tr>
<td>X/Z 53,905,378,846,979,747</td>
<td>The Far Lands would probably start here since 2^63 / 171.103 = 53,905,378,846,979,747. But since the Source Code is unaccessible, it will be impossible to determine.<br>
It is unknown if the Corner Far Lands will look like The Stack from Java Edition or keep being the Skygrid.<br>
It is also unknown if the Farther, Farthest and Fartherer Lands would exist.</td>
</tr>
<tr>
<td>X/Z 9,223,372,036,854,775,807<br>
(2^63 - 1)</td>
<td>The game crashes here due to this being the maximum value for a signed 64-bit integer in C++. Happens if the game was patched to use 64-bit long values.</td>
</tr>
<tr>
<td>X/Z 9,223,372,036,854,775,808<br>
(2^63)</td>
<td>The coordinates of every entiry are multiples of 1,099,511,627,776.<br>
The minimum speed is now 10,995,116,277,760 blocks per second.<br>
The gaps changes to be 1,099,511,627,776 blocks wide.</td>
</tr>
<tr>
<td>X/Z 3.4028237e+38<br>
(2^128)
<td>This is the maximum value for a signed 32-bit floating-point number in C++.
<br>The coordinates will roll over to say "Infinity" since it has run out of numbers to display.
<br>It is impossible to go further since this breaks rendering code in Bedrock Edition.
<br>It can even display as "NaN", which again will break rendering code.
<br>This will result in unpredictable behavior, such as visual glitches, invalid position and even the Game crashing.
</td>
</tr>
</tbody>
</table>
<br>
Expand Down
Binary file added sources/blog/bedrocklimits/stripelands.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.

0 comments on commit 5c25d1f

Please sign in to comment.