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报告翻译问题
In minecraft, things fit onto a grid, and don't move (with the exception of mobs/players).
In space engineers, giant ships move.
When objects are X distance away they do disapeer, so it does have as close as it can to a chunks system, but you just can't do it like in minecraft.
The two games are so different.
Because the space engineer currently have 2 kind of lags, one is the update timestep spikes lower than 60 ups(which is when the sim speed lower than 1.0), the other is the usual game's low fps related to graphics
The first one could technically be optimized by "zipping" the memory of blocks when it is outside the view range, but if said method appied don't expect there will be working physics when the grid is out of range.
The second one's solution is working by keen as the "render optimization"
(Chunking, for the sake of other people, is how Minecraft's world is saved as a collection of "towers" 16x16x256 blocks in dimension, arranged in a grid like a chess board. The game only loads the chunks that are within a certain distance of a player, and the rest of the world is unloaded until called on when the player moves closer.)
Know the qoute from the loading screen about how the best time to study things is when they are falling apart...