Rendering

## Chunk

The unit of loading is the chunk, and is of size 32x32x32 blocks.

## Observable Space

The observable space is determined by the draw distance which is 6 chunks (such that the radius from the centre of the chunk where the player is at, is less than 6), which is the radius of an octagon of sight at the transverse plane, and vertically, the distance might be 9 chunks from the evidence obtained when falling down in battle royale. This would entail that generally speaking, 436 chunks are being loaded at a central point, away from the limits of the world. The observable space applies to both players and blocks, however one can still shoot at a person that lies beyond the observable space, that would however, be invisible.

## Loading of Blocks

The blocks are first loaded as transparent cubes with information about what kind of block they are and the space that they occupy and block. When the player moves towards a different chunk, the chunks in the old octagon of sight that do not overlap with the new octagon of sight are erased, while those that of the new octagon of sight that do not overlap with the old octagon of sight, get drawn.

## Loading of Textures

The textures load after the blocks and are made of an invisible back (apparently either blue or black depending on whether the observer is inside the block or outside of it) and a visible front, whether it's visible or not depends also on whether it is occluded by a nearer front texture and whether it is wholly surrounded in each of its faces by other blocks.

At a sufficient distance, as coloured pixels confuse with each other at the edges of a given texture, one can observe over some textures, Moiré patterns between the camera that renders only some pixels and some flat surface like a wall. (a good approximation for the typically observed patterns in walls would be:

x
y

{\displaystyle xy}

)

### Loading Order of the Chunks

It seems that textures are loaded by chunks in rows and columns at the edges of what has been drawn, starting at the centre of the player's position when they spawn or at the last player's position where they died or where they come from, and moving to adjacent chunks, and repeating the process for each. Once the row is completed, it starts loading the next row or column at the edge, and it goes like this until it loads the whole observable space.

In some cases it also loads the textures of ores and rocks, perhaps this only happens when the chunks have not yet reached the player's position, once they go beyond it, only the top chunk is drawn. Once a whole row or column of chunks has been loaded, it unloads the textures of ores and rocks behind the chunk in the next column or row that decides to draw next.

When the player moves to a new chunk, it immediately unloads the rows and columns at the edge of the world that are no longer within the reach of the observable space and sends an instruction to begin drawing the new chunks, in the new position of the player, which it will begin rendering if they are within the reach of the observable space.

## Light and Shadows

Blocks cast a soft octagonal shadow with light borders, around themselves on the surface where they lie, and the shadows blend with nearby shadows to produce more pronounced shadows or light.

## Uses

One of the ways in which one can use this knowledge, is by knowing that at the a limit side of a given chunk, the draw distance will be 192 blocks facing towards the opposite side of the limit side of that chunk, and at the opposite side facing the same direction, the draw distance will be 161 blocks, which might help a sniper or to measure things without the use of the key 0.

The other use is that since only front textures are loaded, when one deletes a block, there is a small amount of time at which the blocks behind the destroyed block is yet transparent and its texture has not yet loaded where one can see all the front textures in the octagon of sight that have already been previously loaded behind the transparent block, giving the ability to do x-ray.

1. ↑ In height as well because when you observe the world from a computer of low specs, you can notice that the bottom chunks do not load.
2. ↑ In survival mode, there's however, not enough data to determine this for the other planes, except that, at y = 128, in some central place away from the limits of the world, the number of blocks loaded is still 436, which agrees but does not confirm the idea that the frontal or median plane would also be an octagon of sight. Evidence against this, comes from falling off the world and observing that the number of blocks loaded does not change in spite of being at roughly y=-27, but it might be that there's not enough time for it to change, which could be the reason why the octagon of sight is kind of irregular with a central square of radius equal to the height of survival mode.
3. ↑ It can be easily observed by pressing 0 and seeing how many chunks have been loaded (at a central point away from the limits of the world).
4. ↑ This was tested using a sockpuppet account.
5. ↑ 5.0 5.1 Evidence for this can be seen using a computer with low specs.
6. ↑ Evidence for this can be observed through x-ray
7. ↑ https://math.stackexchange.com/questions/3055202/why-looks-the-moire-pattern-on-my-screen-like-the-contour-plot-of-z-xy
8. ↑ So that if you go beyond the observable space and nothing has yet been loaded, it will seem as if the world is following your path.