Maybe (...?), but what does too far away mean? Relatively to the terrain size (in which case the scaling doesn't matter at all), or in absolute value ?
Actually I see a very simple thing blitz might do (wrong) that would be a problem relatively to scaling: using a hard coded "epsilon" value. By example, in order to prevent floating point inaccuracy problems, to test if two values are "equal you'd do something like abs(a-b) < epsilon rather than just a = b. When scaling up a lot, the epsilon would become insignificant (if hard coded) and then it would become useless, and there comes back the floating point inaccuracy issue.
I wonder if it's the problem.
Actually I see a very simple thing blitz might do (wrong) that would be a problem relatively to scaling: using a hard coded "epsilon" value. By example, in order to prevent floating point inaccuracy problems, to test if two values are "equal you'd do something like abs(a-b) < epsilon rather than just a = b. When scaling up a lot, the epsilon would become insignificant (if hard coded) and then it would become useless, and there comes back the floating point inaccuracy issue.
I wonder if it's the problem.