Minecraft's 2nd Most Broken Place - The Nearlands

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there's one place even scarier than the far lands, but a lot more reachable

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Minecraft Bedrock is the same as Minecraft for Xbox One, Xbox Series S, Xbox Series X, PlayStation 4, PlayStation 5, Nintendo Switch, Windows 10, Windows 11, iOS/Android (Pocket Edition), and Chromebook.

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The Stripe Lands are an entirely separate thing to the Far Lands. If a Java world was 2^64 blocks, you see it there too.

realPurpleOrb
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I think this is because Bedrock uses a lot of floats for handling things such as the physics. The floats are done in absolute coordinates. So, when you hit 2^20 blocks from spawn, the IEEE-32 bit float only has 3 bits remaining for doing calculations within blocks. This means that movements happen 1/8th of a block at a time. This start becoming noticeable at 2^18, since the movements happen 1/32nd of a block there, and 1/32nd of a block is actually visible to the human eye.

simonwillover
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Ive always referred to Nearlands as the "stutter lands" because of the movement jitter

DanielMether
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I’ve never been to Netherland but I hope those people get the help they deserve no one deserves to live like that 😔

mueezadam
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There are a lot of games where stuff breaks down as you move away from the origin. And I believe it has to do with floating point precision, or imprecision to be more accurate

OctagonalSquare
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The Warden is so much more terrifying in a glitching world. It’s like fighting a monster in your dreams

champagne.future
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I think this is the kind of bug that mojang can't realistically fix, because it's a core processing error, like you said, when the numbers get too big, they just can't be processed accurately, and that this is a problem with most processing functions that has yet to be solved practically

sammwich
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i think i know the solution to this:
1. store and handle everything locally to chunks, including player position. the player is always at <0, 0> in the engine, and the block geometry is always rendered around that origin internally.
2. break the world into 65, 536x65, 536 block "mega regions" that actually generate with different seeds offset from the original seed.
3. use biome blending to blend the borders between mega regions.

colly
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Am I the only one who read the title as the Netherlands 😂😂😂

theimmortalzombie
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The reason the Warden was able to move is because the Warden’s hitbox occupies multiple blocks. You can’t get stuck between multiple blocks if you’re always occupying a block you’re supposed to be unable to touch.

HungryWarden
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I've seen lots about the far lands and know about the degradation of the world but this is the most interesting video about the 'nearlands' I've seen so far.

NocturnInc
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6:55 Mojang openly lied about seed parity (overworld, structureless) since the bug report for it, MCPE-146021, was marked as "won't fix"

mooing_cowmilk
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Yep floating point precision can be silly lol. There's a new number format made for AI that more evenly distributes the quantization error. Close to spawn you have far too much precision it's wasted.

kylebowles
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I'm sad you didn't mention that you'll fall through the world because the block's hitboxes get squished in the length of the axis, so if you're travelling +x or -x the blocks will be shorter in x direction than in y and z direction. I also think that is how fences lose their hitboxes, because it's much thinner it completely disappears earlier.

Lampe
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Despite how fluid Minecraft seems, player position and movement (and everything else that happens in the world) still operates on a grid that is quantized. At world origin, the grid is so fine that it's impossible to perceive. But when you travel millions of blocks away from the world origin, the grid gets more and more spread out, limiting the fractional coordinates anything can occupy. This is because more and more of the mantissa of the 32-bit floating point number for the player's position is being used for the most significant digits, limiting the amount of bits available for the less significant digits. Movement is more difficult because you need to be moving fast enough to skip to the next coordinate available. This is why the camera seems "jittery". It's not the camera's fault, it's literally because the player can't occupy the spaces in between the jitters.

MofoMan
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15:40 if you look closely, the side texture of the Spawner is being applied to the top, which doesn’t normally happen. That’s very weird.

HungryWarden
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Believe it or not, the massive holes that reach all the way down to bedrock are actually another form of farlands, occurring due to an integer overflow in a noise generator. The actual beginning of this is 2, 812, 333 blocks out.

andreasjoannai
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Things and bugs of game busting proportions like this have always fascinated me so much.
And being a massive BTD fan I’m so happy that I got to experience and discover new things about a bug that became known as the “quantum entanglement” bug and all the ludicrous things that came with it along with the rest of the community

genericname
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I'm in the Nearlands, about 4.7M blocks west of 0, 0 (Z is close to on the nose +/-1K), trying to reach the striped farlands in Survival. It'll be interesting when the 8.3+M is a thing. I have an idea how to keep going.... (My show "One Way", which chronicles the adventure, and helps people fall asleep when they're too wired to do it on their own.)

georgef
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Your explanation of floating point errors has somehow made more sense to me than any other explanation. Like, it's so simple, the decimal gets pushed further to the right the higher the number is, leading to less number space for precision, but I've never heard it explained that way. It makes so much sense

purplesam
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