So I have fixed the mouse look issues I were having with the camera. It basically came down to that as I got further away from the origin the unit vector I was using to make my target vector never really changed because the changes were so small.
That really doesn't make much sense out of context.
So the camera is defined by 3 vectors, Position, p, Up, u, and Direction Facing, d. Vectors p, u, and d give me where I am, my orientation and where I'm looking. Everything that I need to create a view in the world! Now this view is created by turning those three vectors into a 4x4 matrix, But the matrix doesn't care what direction i'm looking it, it cares about the position of my "target". My target's Position vector, tp, is basically my p + d Vectors. Because for the most part the direction I'm facing does not need to have any sort of magnitude to it I normalize it, I turn it into a 1 unit long vector. The problem with this is that when your p vector is so large that unit vector d gets lost and p and d become the same exact vector, for all intents and purposes.
My solution was to multiply d by a crazy huge scalar to force p + d to equal something other than p. This is done just before creation of the matrix and the normalized just afterwards to spare me any headaches else where.
I also increased the size of the sphere to be 60million units in radius which to be on par with the earth puts us at a 10 units to 1 meter ratio.
My next experiments deal with how the models look. As you may have noticed on the 6mil sphere the small wall of blocks I used as a reference looked really weird! this weirdness increases farther out. To illustrate this I created a few smaller scale spheres around where you spawn.
As before, let me know what you think and if you have any crazy ideas how to fix this other weird issue!