How I made Multiplayer Distant Horizons work in my game

Minecraft's Distant Horizons mod is a pretty impressive mod on its own. So I decided to make my own game implementing insane render distance, while making it work with multiplayer and massive chunk changes. Music: Kevin Macleod - Black Vortex C418 - Blind Spots C418 - Haunt Muskie

Channel: IGoByLotsOfNamesGenerated by anonymousDuration: 8mPublished Aug 28, 2025
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Video Chapters

Original Output

0:00 Witness a massive Minecraft city face nuclear destruction, but prepare for a twist!
0:24 The grand reveal: This isn't Minecraft, it's a groundbreaking custom-built experiment.
0:48 Unpacking the ambitious mission: forging two incompatible mods into one seamless world.
1:10 Demystifying Level of Detail (LOD): crafting vast worlds with stunning performance.
2:45 The secret to smooth gameplay: how Bounding Volume Hierarchy prevents lag in complex worlds.
3:17 Venturing into multiplayer: the formidable challenge of C++ networking from scratch.
4:45 The ultimate trial by fire: unleashing a nuclear explosion in our custom universe.
5:18 Post-blast analysis: the immense challenge of updating 65 million blocks in an instant.
6:01 Revolutionizing performance: how smart network updates crushed multiplayer lag.
7:48 The epic conclusion: a year-long journey creating boundless worlds, from scratch to nuclear fun.

Timestamps by StampBot 🤖

Unprocessed Timestamp Content

0:00 A massive Minecraft city meets nuclear destruction, but there's a twist
0:13 TNT detonation unleashes chaos, leaving a giant crater in its wake
0:24 Surprise! This isn't Minecraft; it's a custom-built programming experiment
0:48 The ambitious goal: combining two incompatible Minecraft mods from scratch
1:10 LOD (Level of Detail) explained: big chunks, smaller block details further away
1:32 Custom terrain generation makes massive worlds fast, even far away
2:03 Structures like trees require clever handling to avoid visual glitches
2:27 Downscaled trees for lower LOD chunks keep distant views looking natural
2:45 Bounding Volume Hierarchy: preventing catastrophic lag from structure checks
3:17 Tackling multiplayer: C++ networking is no walk in the park
3:41 TCP vs UDP: choosing the right protocol for reliable or fast data
4:10 Shared LODs ensure everyone sees player-made changes, near or far
4:45 Time for the ultimate stress test: a nuclear explosion in the custom game
5:18 Stress test results: lag from changing 65 million blocks at once
6:01 Optimizing network traffic: chunk-wide updates drastically reduce lag
6:30 Why single-threaded Minecraft: the complexities of thread safety
7:16 Parallelizing world generation for maximum speed and beautiful landscapes
7:48 The grand experiment concludes: one year, boundless worlds, and nuclear fun

Timestamps by StampBot 🤖