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This is really amazing. How on earth does it all fit in memory? If the render distance is 16km, then that's somewhere around 16000 * 16000 * 2000 = 512 billion voxels, which would take somewhere in the order of 512GB of RAM. Obviously this is not the case, so what clever tricks are being used?

The trick is that there is an algorithm that describes the world so nothing needs to be stored until it is modified, and even then those changes are limited to a certain view distance. On the cpu side, a much lower resolution voxel data set is used for collision, pathfinding, etc (Also local to the camera)

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