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To improve world-size limitations for multiplayer servers and low-end devices, this proposal introduces a "Looping Horizon" toggle during world creation. Instead of an infinite world or a hard red wall at the world border, a smaller, scaled map size can be chosen (e.g., 6,000 blocks wide) where the boundaries seamlessly wrap around.How to solve the Chunk Rendering & Lag issue:To prevent rendering gaps (gray voids) or sudden lag spikes when crossing the boundary, the engine can implement Chunk Mirroring. When a player stands near the positive border, the engine treats the negative border chunks as adjacent "Ticking Chunks." It visually mirrors and renders them in real-time. Since the world scale is restricted, this requires minimal RAM overhead and eliminates loading screens or teleports. Entities, projectiles, and Redstone signals will smoothly transition across the seamless boundary.The Astronomical Lore:This seamless looping geometry naturally ties the Overworld and The End together. The End remains identical to vanilla (accessed via portals), but conceptually acts as the high atmospheric belt of this smaller planet. This feature adds a massive, rewarding "circumnavigation" gameplay loop for survival players while remaining 100% friendly to game performance!
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