Bedrock Edition uses 32-bit floating points for many of its calculations, such as the player's position. When the player moves, the player changes position each tick, and this change is affected by floating point precision errors. At slow speeds/high coordinates, this change in position is considered negligible, meaning that the player does not move at all. The amount of precision error doubles at every power of 2.
Note that while the positions of the centers of entities are stored in NBT, the positions of the hitbox corners are stored in memory. If the player is crossing a power of 2, these corners may move at different speeds, thus changing the hitbox size. The hitbox size resets to 0.6 in certain situations, such as reloading the world, using the /tp command, and others.[more information needed] However, the player can shrink to size 0, making it possible to fall through the edges of blocks and into the void (MCPE-39299).
There are several ways to slow the player’s movement, such as sneaking, status effects, using an item (e.g., drawing back a bow), or certain blocks (such as cobwebs). In addition, moving diagonally decreases the player’s speed on any given axis. Moving with a solid block in front at a slight diagonal causes the player to move sideways as slow as the player’s coordinates allow.
X/Z ±256 (28)
Lowest coordinates at which anyone has fallen through the world, although incredibly unlikely at this distance. Since the glitch is caused by hitbox corners affected by different levels of floating point precision errors, it could theoretically happen at X/Z ±1. However, this would require nearly 6 real-life days of nonstop gameplay (where one must start over if they exit the game).
Paintings will be placed halfway inside the block, allowing multiple paintings to be placed on the same block.
The inner part of item frames render flush along the block.
Moving horizontally while on cobwebs becomes impossible.
Jitter is very noticeable beyond this point
Mobs can't jump on blocks naturally
3D block model rendering errors (X/Z ±1,048,576–8,388,608)
Blocks are rendered based on their corners, whose coordinates are 32-bit floating point integers. Generally, these are multiples of 1⁄16. Thus, most blocks render normally as long the floating points are accurate to the nearest sixteenth. This breaks at X/Z ±1,048,576 (220), and blocks continue to render incorrectly as the coordinates go even farther out.
In addition, many "normal" forms of movement become impossible.
It becomes extremely difficult to traverse the world on foot from here. Players need to use ender pearls, chorus fruit, elytra with fireworks, horseback, boats, or any method faster than five blocks per second, meaning moving in normal walking speed is impossible.
Entities less than half a block wide (such as items and silverfish) fall through the edges of blocks, but can still stand on the centers. This is likely because the hitbox corners on both sides round to the same coordinates, resulting in a "null" hitbox; however, it is not confirmed.
Status effect particles snap to the center of the player, causing them to bunch around the center of the screen.
All entities are on the edges of blocks. As a result, the player, along with other entities less than 1 block wide, always falls through blocks. The only entities that can stand on blocks from this point onward are boats, spiders, horses, iron golems, polar bears, and ravagers.
If only one coordinate exceeds this value, blocks still have collision detection from the side.
The player can still be considered "under" blocks, meaning that phantoms do not spawn. Thus, it is theoretically possible to travel to and from the Far Lands in survival using horses.
To fly in creative the player must sprint or look directly along an axis. The Speed effect does not work, due to MCPE-61425.
All blocks that normally render as partial blocks are either stretched to become full blocks, or squished to become 2-dimensional. The exception is a few blocks that render normally no matter how far out the player travels, such as chests and bells.
If both coordinates exceed this value, blocks become 1-dimensional, and are therefore completely invisible.
The blade of a stonecutter duplicates, with each blade appearing on the edge.
The floating point precision errors cause only blocks with even coordinates not divisible by 4 to render, and are stretched to 2 blocks wide. This phenomenon is known as the Stripe Lands.
Some blocks at other coordinates can render 2-dimensional, but not if they would be rendered on the end of a double-length block. In general, blocks only render if they are "exposed" to air or another see-through block.
2D blocks are non-solid, even from the sides. However, ghasts, large slimes, and large magma cubes treat both 2D and 3D blocks as solid because they are more than 2 blocks wide.
The game does not properly register when the player is in water if the player' coordinates are divisible by 4. As a result, the player falls through water, is unable to enter swimming, and the fog is black or dark blue. However, water still causes the player to exit gliding, and boats still float.
The only method of transportation possible is by elytra.
It is impossible to teleport beyond this distance using commands in the vanilla game. Any attempts to teleport further will put the player back to this coordinate. Attempting to use any block placement command results in an error message. Despite this, it is still possible to use structure blocks and the /locate command.
Maximum coordinates reachable in the Overworld via Nether portal.
X/Z ±33,554,432 (225)
Horizontal block rendering stops completely, leaving only vertical block rendering in its place, marking the start of the Slice Lands.[conjectural] Blocks whose sides are not "exposed", such as the naturally-generated water, are completely invisible.
At this point, the slices are 4 blocks apart, but the gap widths double for every power of 2.
It is difficult to place blocks from this point onward. The player must look at an existing block and extend it along an axis. The only way to generate blocks (to place on) without external tools is to use structure blocks.
Block rendering essentially stops completely in the Corner Slice Lands; blocks are rendered as one-dimensional, and are therefore impossible to see.
Water becomes completely non-solid.
To move, the player must glide with elytra at a downward angle of approximately 45 degrees. Tridents are the only other entity that can move horizontally beyond this point. It is therefore impossible to teleport using ender pearls.
X/Z ±67,108,864 (226)
All entities cannot move horizontally beyond this point. However, it is still possible to teleport using chorus fruit.
X/Z ±134,217,728 (227)
Maximum coordinates where generated structures can generate on mobile devices. However on Windows, structures continue to generate all the way to the 32-bit integer limit.
It is no longer possible to teleport using chorus fruit, marking the absolute edge of the world reachable without external tools.
X/Z ±1,073,741,824 (230)
Slices of rendered blocks become 128 blocks apart, far enough for neighboring slices to be completely invisible with a low render distance.
Like the X and Z axes, the game breaks at excessive Y coordinates. Since blocks cannot be placed above Y=255, block rendering glitches do not occur, but other effects do.
Many of these effects would occur at negative coordinates, but there is a barrier at Y -40. Beyond this entities can only move vertically using the "fall through the world" glitch. Thus the barrier can be avoided by teleporting past X/Z ±8,388,608. In addition, all entities, except players in creative, disappear in the void.
Floating due to Levitation ±1 is no longer possible, and the effect particles turn black.
Floating upwards by holding the jump button with elytra and Slow Falling is no longer possible.
Status effect particles snap to the head, feet, and center of the player, resulting in a glitched animation assuming the player is in first person.
Slow Falling causes the player to be stuck in mid-air. Again, the particles turn black.
Flying upwards in Creative is no longer possible, although the player can still fly downwards.
There is a noticeable delay between when the player exits flight mode and when the player actually starts falling.
The delay described above is even longer.
Flying downwards in Creative is no longer possible.
It is impossible to teleport beyond these coordinates without external tools.
This page was last edited on 17 February 2020, at 14:54.
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