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Q&A How would I go about chunk loading around player in a 3 dimensional cartesian coordinate space [closed]

So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render ...

1 answer  ·  posted 2y ago by cuzzo‭  ·  closed 2y ago by cuzzo‭

Question java javafx
#8: Question closed by user avatar cuzzo‭ · 2022-11-07T17:26:51Z (almost 2 years ago)
#7: Post edited by user avatar cuzzo‭ · 2022-11-07T16:44:02Z (almost 2 years ago)
  • So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting.
  • At first I thought this was a simple as iterating through the chunk coordinates in the players vicinity and adding them to the world if they did not already exist (done by initializing new chunk) or adding a pre-existing chunk if they did (done by `manager`) such as this:
  • ```
  • public ArrayList<Chunk> getChunksToRender() {
  • //Defines the starting chunk to begin iteration. This chunk is in the corner of the area that should be rendered
  • //playerChunk is the chunk that the player is currently in.
  • //Chunks are at locations divisible by 16, e.x 0,0,0 |16,16,0 | 16,32,0
  • Point3D start = new Point3D(playerChunk.getLocation().getX() + (renderDistance * bounds),
  • playerChunk.getLocation().getY() + (renderDistance * bounds), playerChunk.getLocation().getZ());
  • chunks = new ArrayList<>();
  • for (int i = (int) start.getX(); i < start.getX() + (renderDistance * bounds); i+= bounds) {
  • for (int j = (int) start.getY(); j < start.getY() + (renderDistance * bounds); j+= bounds) {
  • if (manager.containsChunkWithLocation(new Point3D(i, j, 0))) {
  • //Gets pre existing chunk from chunk manager and adds it to chunks to be rendered
  • chunks.add(manager.getChunkWithLocation(new Point3D(i, j, 0)));
  • }
  • else {
  • //Creates new Chunk at location (i, j, 0) xyz coords
  • chunks.add(new Chunk().initialize(i, j, 0));
  • }
  • }
  • }
  • //Returns chunks to be added to world by chunk manager
  • return chunks;
  • }
  • ```
  • `bounds` is the chunk width and height (Same number, 16x16 in this case). All chunks are at the same Z coordinate. However as chunks are created and loaded around a player, they eventually cross the x and y axis. I am trying to think of a solution that accounts for the eventual transition from a negative coordinate to a positive and from positive to negative.
  • A visual example of what I was going for below. The green arrow represents the order in which the chunks would load, iterating through each one in the players vicinity and loading it:
  • ![Chunk loading concept](https://software.codidact.com/uploads/CBdTVyCQpeoRApWS9FveyzAp)
  • But I quickly remembered that this 3D space is cartesian and this method quickly falls apart when an axis is encountered.
  • How would I go about implementing something that accounts for axis? I'm not necessarily looking for code, but I am just not sure how to go about doing this. Any help would be appreciated!
  • So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting.
  • At first I thought this was a simple as iterating through the chunk coordinates in the players vicinity and adding them to the world if they did not already exist (done by initializing new chunk) or adding a pre-existing chunk if they did (done by `manager`) such as this:
  • ```
  • public ArrayList<Chunk> getChunksToRender() {
  • //Defines the starting chunk to begin iteration. This chunk is in the corner of the area that should be rendered
  • //playerChunk is the chunk that the player is currently in.
  • //Chunks are at locations divisible by 16, e.x 0,0,0 |16,16,0 | 16,32,0
  • Point3D start = new Point3D(playerChunk.getLocation().getX() + (renderDistance * bounds),
  • playerChunk.getLocation().getY() + (renderDistance * bounds), playerChunk.getLocation().getZ());
  • chunks = new ArrayList<>();
  • for (int i = (int) start.getX(); i < start.getX() + (renderDistance * bounds); i+= bounds) {
  • for (int j = (int) start.getY(); j < start.getY() + (renderDistance * bounds); j+= bounds) {
  • if (manager.containsChunkWithLocation(new Point3D(i, j, 0))) {
  • //Gets pre existing chunk from chunk manager and adds it to chunks to be rendered
  • chunks.add(manager.getChunkWithLocation(new Point3D(i, j, 0)));
  • }
  • else {
  • //Creates new Chunk at location (i, j, 0) xyz coords
  • chunks.add(new Chunk().initialize(i, j, 0));
  • }
  • }
  • }
  • //Returns chunks to be added to world by chunk manager
  • return chunks;
  • }
  • ```
  • `bounds` is the chunk width and height (Same number, 16x16 in this case). All chunks are at the same Z coordinate (vertical). However as chunks are created and loaded around a player, they eventually cross the x and y axis. I am trying to think of a solution that accounts for the eventual transition from a negative coordinate to a positive and from positive to negative.
  • A visual example of what I was going for below. The green arrow represents the order in which the chunks would load, iterating through each one in the players vicinity and loading it:
  • ![Chunk loading concept](https://software.codidact.com/uploads/CBdTVyCQpeoRApWS9FveyzAp)
  • But I quickly remembered that this 3D space is cartesian and this method quickly falls apart when an axis is encountered.
  • How would I go about implementing something that accounts for axis? I'm not necessarily looking for code, but I am just not sure how to go about doing this. Any help would be appreciated!
#6: Post edited by user avatar cuzzo‭ · 2022-11-07T16:42:54Z (almost 2 years ago)
  • So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting.
  • At first I thought this was a simple as iterating through the chunk coordinates in the players vicinity and adding them to the world if they did not already exist (done by initializing new chunk) or adding a pre-existing chunk if they did (done by `manager`) such as this:
  • ```
  • public ArrayList<Chunk> getChunksToRender() {
  • //Defines the starting chunk to begin iteration. This chunk is in the corner of the area that should be rendered
  • //playerChunk is the chunk that the player is currently in.
  • //Chunks are at locations divisible by 16, e.x 0,0,0 |16,16,0 | 16,32,0
  • Point3D start = new Point3D(playerChunk.getLocation().getX() + (renderDistance * bounds),
  • playerChunk.getLocation().getY() + (renderDistance * bounds), playerChunk.getLocation().getZ());
  • chunks = new ArrayList<>();
  • for (int i = (int) start.getX(); i < start.getX() + (renderDistance * bounds); i+= bounds) {
  • for (int j = (int) start.getY(); j < start.getY() + (renderDistance * bounds); j+= bounds) {
  • if (manager.containsChunkWithLocation(new Point3D(i, j, 0))) {
  • //Gets pre existing chunk from chunk manager and adds it to chunks to be rendered
  • chunks.add(manager.getChunkWithLocation(new Point3D(i, j, 0)));
  • }
  • else {
  • //Creates new Chunk at location (i, j, 0) xyz coords
  • chunks.add(new Chunk().initialize(i, j, 0));
  • }
  • }
  • }
  • //Returns chunks to be added to world by chunk manager
  • return chunks;
  • }
  • ```
  • Where `bounds` is the chunk width and height (Same number, 16x16 in this case). A visual example of what I was going for below. The green arrow represents the order in which the chunks would load, iterating through each one in the players vicinity and loading it:
  • ![Chunk loading concept](https://software.codidact.com/uploads/CBdTVyCQpeoRApWS9FveyzAp)
  • But I quickly remembered that this 3D space is cartesian and this method quickly falls apart when an axis is encountered.
  • How would I go about implementing something that accounts for axis? I'm not necessarily looking for code, but I am just not sure how to go about doing this. Any help would be appreciated!
  • So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting.
  • At first I thought this was a simple as iterating through the chunk coordinates in the players vicinity and adding them to the world if they did not already exist (done by initializing new chunk) or adding a pre-existing chunk if they did (done by `manager`) such as this:
  • ```
  • public ArrayList<Chunk> getChunksToRender() {
  • //Defines the starting chunk to begin iteration. This chunk is in the corner of the area that should be rendered
  • //playerChunk is the chunk that the player is currently in.
  • //Chunks are at locations divisible by 16, e.x 0,0,0 |16,16,0 | 16,32,0
  • Point3D start = new Point3D(playerChunk.getLocation().getX() + (renderDistance * bounds),
  • playerChunk.getLocation().getY() + (renderDistance * bounds), playerChunk.getLocation().getZ());
  • chunks = new ArrayList<>();
  • for (int i = (int) start.getX(); i < start.getX() + (renderDistance * bounds); i+= bounds) {
  • for (int j = (int) start.getY(); j < start.getY() + (renderDistance * bounds); j+= bounds) {
  • if (manager.containsChunkWithLocation(new Point3D(i, j, 0))) {
  • //Gets pre existing chunk from chunk manager and adds it to chunks to be rendered
  • chunks.add(manager.getChunkWithLocation(new Point3D(i, j, 0)));
  • }
  • else {
  • //Creates new Chunk at location (i, j, 0) xyz coords
  • chunks.add(new Chunk().initialize(i, j, 0));
  • }
  • }
  • }
  • //Returns chunks to be added to world by chunk manager
  • return chunks;
  • }
  • ```
  • `bounds` is the chunk width and height (Same number, 16x16 in this case). All chunks are at the same Z coordinate. However as chunks are created and loaded around a player, they eventually cross the x and y axis. I am trying to think of a solution that accounts for the eventual transition from a negative coordinate to a positive and from positive to negative.
  • A visual example of what I was going for below. The green arrow represents the order in which the chunks would load, iterating through each one in the players vicinity and loading it:
  • ![Chunk loading concept](https://software.codidact.com/uploads/CBdTVyCQpeoRApWS9FveyzAp)
  • But I quickly remembered that this 3D space is cartesian and this method quickly falls apart when an axis is encountered.
  • How would I go about implementing something that accounts for axis? I'm not necessarily looking for code, but I am just not sure how to go about doing this. Any help would be appreciated!
#5: Post edited by user avatar cuzzo‭ · 2022-11-07T03:03:58Z (almost 2 years ago)
  • So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting.
  • At first I thought this was a simple as iterating through the chunk coordinates in the players vicinity and adding them to the world if they did not already exist (done by initializing new chunk) or adding a pre-existing chunk if they did (done by `manager`) such as this:
  • ```
  • public ArrayList<Chunk> getChunksToRender() {
  • //Defines the starting chunk to begin iteration. This chunk is in the corner of the area that should be rendered
  • //playerChunk is the chunk that the player is currently in.
  • //Chunks are at locations divisible by 16, e.x 0,0,0 |16,16,0 | 16,32,0
  • Point3D start = new Point3D(playerChunk.getLocation().getX() + (renderDistance * bounds),
  • playerChunk.getLocation().getY() + (renderDistance * bounds), playerChunk.getLocation().getZ());
  • chunks = new ArrayList<>();
  • for (int i = (int) start.getX(); i < start.getX() + (renderDistance * bounds); i+= bounds) {
  • for (int j = (int) start.getY(); j < start.getY() + (renderDistance * bounds); j+= bounds) {
  • if (manager.containsChunkWithLocation(new Point3D(i, j, 0))) {
  • chunks.add(manager.getChunkWithLocation(new Point3D(i, j, 0)));
  • }
  • else {
  • //Creates new Chunk at location (i, j, 0) xyz coords
  • chunks.add(new Chunk().initialize(i, j, 0));
  • }
  • }
  • }
  • }
  • ```
  • Where `bounds` is the chunk width and height (Same number, 16x16 in this case). A visual example of what I was going for below. The green arrow represents the order in which the chunks would load, iterating through each one in the players vicinity and loading it:
  • ![Chunk loading concept](https://software.codidact.com/uploads/CBdTVyCQpeoRApWS9FveyzAp)
  • But I quickly remembered that this 3D space is cartesian and this method quickly falls apart when an axis is encountered.
  • How would I go about implementing something that accounts for axis? I'm not necessarily looking for code, but I am just not sure how to go about doing this. Any help would be appreciated!
  • So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting.
  • At first I thought this was a simple as iterating through the chunk coordinates in the players vicinity and adding them to the world if they did not already exist (done by initializing new chunk) or adding a pre-existing chunk if they did (done by `manager`) such as this:
  • ```
  • public ArrayList<Chunk> getChunksToRender() {
  • //Defines the starting chunk to begin iteration. This chunk is in the corner of the area that should be rendered
  • //playerChunk is the chunk that the player is currently in.
  • //Chunks are at locations divisible by 16, e.x 0,0,0 |16,16,0 | 16,32,0
  • Point3D start = new Point3D(playerChunk.getLocation().getX() + (renderDistance * bounds),
  • playerChunk.getLocation().getY() + (renderDistance * bounds), playerChunk.getLocation().getZ());
  • chunks = new ArrayList<>();
  • for (int i = (int) start.getX(); i < start.getX() + (renderDistance * bounds); i+= bounds) {
  • for (int j = (int) start.getY(); j < start.getY() + (renderDistance * bounds); j+= bounds) {
  • if (manager.containsChunkWithLocation(new Point3D(i, j, 0))) {
  • //Gets pre existing chunk from chunk manager and adds it to chunks to be rendered
  • chunks.add(manager.getChunkWithLocation(new Point3D(i, j, 0)));
  • }
  • else {
  • //Creates new Chunk at location (i, j, 0) xyz coords
  • chunks.add(new Chunk().initialize(i, j, 0));
  • }
  • }
  • }
  • //Returns chunks to be added to world by chunk manager
  • return chunks;
  • }
  • ```
  • Where `bounds` is the chunk width and height (Same number, 16x16 in this case). A visual example of what I was going for below. The green arrow represents the order in which the chunks would load, iterating through each one in the players vicinity and loading it:
  • ![Chunk loading concept](https://software.codidact.com/uploads/CBdTVyCQpeoRApWS9FveyzAp)
  • But I quickly remembered that this 3D space is cartesian and this method quickly falls apart when an axis is encountered.
  • How would I go about implementing something that accounts for axis? I'm not necessarily looking for code, but I am just not sure how to go about doing this. Any help would be appreciated!
#4: Post edited by user avatar cuzzo‭ · 2022-11-07T02:57:00Z (almost 2 years ago)
  • So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting.
  • At first I thought this was a simple as iterating through the chunk coordinates in the players vicinity and adding them to the world if they did not already exist (done by initializing new chunk) or adding a pre-existing chunk if they did (done by `manager`) such as this:
  • ```
  • public ArrayList<Chunk> getChunksToRender() {
  • //Defines the starting chunk to begin iteration. This chunk is in the corner of the area that should be rendered
  • //playerChunk is the chunk that the player is currently in.
  • //Chunks are at locations divisible by 16, e.x 0,0,0 |16,16,0 | 16,32,0
  • Point3D start = new Point3D(playerChunk.getLocation().getX() + (renderDistance * bounds),
  • playerChunk.getLocation().getY() + (renderDistance * bounds), playerChunk.getLocation().getZ());
  • chunks = new ArrayList<>();
  • for (int i = (int) start.getX(); i < start.getX() + (renderDistance * bounds); i+= bounds) {
  • for (int j = (int) start.getY(); j < start.getY() + (renderDistance * bounds); j+= bounds) {
  • if (manager.containsChunkWithLocation(new Point3D(i, j, 0))) {
  • chunks.add(manager.getChunkWithLocation(new Point3D(i, j, 0)));
  • }
  • else {
  • chunks.add(new Chunk().initialize(i, j, 0));
  • }
  • }
  • }
  • }
  • ```
  • Where `bounds` is the chunk width and height (Same number, 16x16 in this case). A visual example of what I was going for below. The green arrow represents the order in which the chunks would load, iterating through each one in the players vicinity and loading it:
  • ![Chunk loading concept](https://software.codidact.com/uploads/CBdTVyCQpeoRApWS9FveyzAp)
  • But I quickly remembered that this 3D space is cartesian and this method quickly falls apart when an axis is encountered.
  • How would I go about implementing something that accounts for axis? I'm not necessarily looking for code, but I am just not sure how to go about doing this. Any help would be appreciated!
  • So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting.
  • At first I thought this was a simple as iterating through the chunk coordinates in the players vicinity and adding them to the world if they did not already exist (done by initializing new chunk) or adding a pre-existing chunk if they did (done by `manager`) such as this:
  • ```
  • public ArrayList<Chunk> getChunksToRender() {
  • //Defines the starting chunk to begin iteration. This chunk is in the corner of the area that should be rendered
  • //playerChunk is the chunk that the player is currently in.
  • //Chunks are at locations divisible by 16, e.x 0,0,0 |16,16,0 | 16,32,0
  • Point3D start = new Point3D(playerChunk.getLocation().getX() + (renderDistance * bounds),
  • playerChunk.getLocation().getY() + (renderDistance * bounds), playerChunk.getLocation().getZ());
  • chunks = new ArrayList<>();
  • for (int i = (int) start.getX(); i < start.getX() + (renderDistance * bounds); i+= bounds) {
  • for (int j = (int) start.getY(); j < start.getY() + (renderDistance * bounds); j+= bounds) {
  • if (manager.containsChunkWithLocation(new Point3D(i, j, 0))) {
  • chunks.add(manager.getChunkWithLocation(new Point3D(i, j, 0)));
  • }
  • else {
  • //Creates new Chunk at location (i, j, 0) xyz coords
  • chunks.add(new Chunk().initialize(i, j, 0));
  • }
  • }
  • }
  • }
  • ```
  • Where `bounds` is the chunk width and height (Same number, 16x16 in this case). A visual example of what I was going for below. The green arrow represents the order in which the chunks would load, iterating through each one in the players vicinity and loading it:
  • ![Chunk loading concept](https://software.codidact.com/uploads/CBdTVyCQpeoRApWS9FveyzAp)
  • But I quickly remembered that this 3D space is cartesian and this method quickly falls apart when an axis is encountered.
  • How would I go about implementing something that accounts for axis? I'm not necessarily looking for code, but I am just not sure how to go about doing this. Any help would be appreciated!
#3: Post edited by user avatar cuzzo‭ · 2022-11-07T02:55:07Z (almost 2 years ago)
  • So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting.
  • At first I thought this was a simple as iterating through the chunk coordinates in the players vicinity and adding them to the world if they did not already exist (done by initializing new chunk) or adding a pre-existing chunk if they did (done by `manager`) such as this:
  • ```
  • public ArrayList<Chunk> getChunksToRender() {
  • //Defines the starting chunk to begin iteration. This chunk is in the corner of the area that should be rendered
  • //playerChunk is the chunk that the player is currently in.
  • //Chunks are at locations divisible by 16, e.x 0,0,0 |16,16,0 | 16,32,0
  • Point3D start = new Point3D(playerChunk.getLocation().getX() + (renderDistance * bounds),
  • playerChunk.getLocation().getY() + (renderDistance * bounds), playerChunk.getLocation().getZ());
  • chunks = new ArrayList<>();
  • for (int i = (int) start.getX(); i < start.getX() + (renderDistance * bounds); i+= bounds) {
  • for (int j = (int) start.getY(); j < start.getY() + (renderDistance * bounds); j+= bounds) {
  • if (manager.containsChunkWithLocation(new Point3D(i, j, 0))) {
  • chunks.add(manager.getChunkWithLocation(new Point3D(i, j, 0)));
  • }
  • else {
  • chunks.add(new Chunk().initialize(i, j, 0));
  • }
  • }
  • }
  • }
  • ```
  • Where `bounds` is the chunk width and height (Same number, 16x16 in this case). A visual example of what I was going for below. The green arrow represents the order in which the chunks would load, iterating through each one in the players vicinity and loading it:
  • ![Chunk loading concept](https://software.codidact.com/uploads/CBdTVyCQpeoRApWS9FveyzAp)
  • But I quickly remembered that this 3D space is cartesian and this method quickly falls apart when an axis is encountered.
  • How would I go about implementing something that accounts for axis?
  • So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting.
  • At first I thought this was a simple as iterating through the chunk coordinates in the players vicinity and adding them to the world if they did not already exist (done by initializing new chunk) or adding a pre-existing chunk if they did (done by `manager`) such as this:
  • ```
  • public ArrayList<Chunk> getChunksToRender() {
  • //Defines the starting chunk to begin iteration. This chunk is in the corner of the area that should be rendered
  • //playerChunk is the chunk that the player is currently in.
  • //Chunks are at locations divisible by 16, e.x 0,0,0 |16,16,0 | 16,32,0
  • Point3D start = new Point3D(playerChunk.getLocation().getX() + (renderDistance * bounds),
  • playerChunk.getLocation().getY() + (renderDistance * bounds), playerChunk.getLocation().getZ());
  • chunks = new ArrayList<>();
  • for (int i = (int) start.getX(); i < start.getX() + (renderDistance * bounds); i+= bounds) {
  • for (int j = (int) start.getY(); j < start.getY() + (renderDistance * bounds); j+= bounds) {
  • if (manager.containsChunkWithLocation(new Point3D(i, j, 0))) {
  • chunks.add(manager.getChunkWithLocation(new Point3D(i, j, 0)));
  • }
  • else {
  • chunks.add(new Chunk().initialize(i, j, 0));
  • }
  • }
  • }
  • }
  • ```
  • Where `bounds` is the chunk width and height (Same number, 16x16 in this case). A visual example of what I was going for below. The green arrow represents the order in which the chunks would load, iterating through each one in the players vicinity and loading it:
  • ![Chunk loading concept](https://software.codidact.com/uploads/CBdTVyCQpeoRApWS9FveyzAp)
  • But I quickly remembered that this 3D space is cartesian and this method quickly falls apart when an axis is encountered.
  • How would I go about implementing something that accounts for axis? I'm not necessarily looking for code, but I am just not sure how to go about doing this. Any help would be appreciated!
#2: Post edited by user avatar cuzzo‭ · 2022-11-07T02:54:17Z (almost 2 years ago)
  • Chunk loading around player in a 3 dimensional cartesian coordinate space
  • How would I go about chunk loading around player in a 3 dimensional cartesian coordinate space
#1: Initial revision by user avatar cuzzo‭ · 2022-11-07T02:53:24Z (almost 2 years ago)
Chunk loading around player in a 3 dimensional cartesian coordinate space
So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting.

At first I thought this was a simple as iterating through the chunk coordinates in the players vicinity and adding them to the world if they did not already exist (done by initializing new chunk) or adding a pre-existing chunk if they did (done by `manager`)  such as this: 
```
public ArrayList<Chunk> getChunksToRender() {
//Defines the starting chunk to begin iteration. This chunk is in the corner of the area that should be rendered
//playerChunk is the chunk that the player is currently in.
//Chunks are at locations divisible by 16, e.x 0,0,0 |16,16,0 | 16,32,0
        Point3D start = new Point3D(playerChunk.getLocation().getX() + (renderDistance * bounds),
                playerChunk.getLocation().getY() + (renderDistance * bounds), playerChunk.getLocation().getZ());

        

        chunks = new ArrayList<>();
        for (int i = (int) start.getX(); i < start.getX() + (renderDistance * bounds); i+= bounds) {
            for (int j = (int) start.getY(); j < start.getY() + (renderDistance * bounds); j+= bounds) {
                if (manager.containsChunkWithLocation(new Point3D(i, j, 0))) {
                    chunks.add(manager.getChunkWithLocation(new Point3D(i, j, 0)));
                }
                else {
                    chunks.add(new Chunk().initialize(i, j, 0));
                }
            }
        }
}
```
Where `bounds` is the chunk width and height (Same number, 16x16 in this case). A visual example of what I was going for below. The green arrow represents the order in which the chunks would load, iterating through each one in the players vicinity and loading it:
![Chunk loading concept](https://software.codidact.com/uploads/CBdTVyCQpeoRApWS9FveyzAp)



But I quickly remembered that this 3D space is cartesian and this method quickly falls apart when an axis is encountered. 

How would I go about implementing something that accounts for axis?