iirc, the protocol uses a short for the id of the chunk, and then each byte array can be a max of 1024 bytes, so that'd be 65536*1024 = 64 megabytes compressed would be possible (although very heavy on bandwidth!).
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As long as you can implement shuffling a client onto another server through an ingame warp or portal, there is no need for an actual larger map. At least, the average user would not care, there are few projects that physically need maps larger than 512x512x128 or 256^3.
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Is this a restriction of the server or client?
iirc, the protocol uses a short for the id of the chunk, and then each byte array can be a max of 1024 bytes, so that'd be 65536*1024 = 64 megabytes compressed would be possible (although very heavy on bandwidth!).
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As long as you can implement shuffling a client onto another server through an ingame warp or portal, there is no need for an actual larger map. At least, the average user would not care, there are few projects that physically need maps larger than 512x512x128 or 256^3.