No, it can't!but much of this can be assumed from plain logic.
Thankyou for your opinion!The blocks on their own are their own entities entitles their own "blockstates". This means that each block, from 1 to 125, are all called different thinges, probably "GSO_Block_1" to "GSO_Block_125". The large plate made out of 1 blocks will be the second most intensive, as there are still physics for every block, but they kind of act as one, but joined together. This means the attach points don't need physics anymore until they are broken off. Finally, the large plate will be exactly the same to a GSO 1 block in terms of Graphics and Physics rendering. The only difference is that it's bigger than all the over blocks. The large plate will only have 1 set of physics nodes acting on it
THANK YOU so much, I finally have figured out why my world lags so much, I don't clean up when I blow stuff upDefinitely the latter.
For the first two, as far as the physics are concerned, you can consider them to be the same thing. Since the blocks are all joined together and cannot move in relation to each other, they are essentially one object. One object means one set of physics values you have to keep track of.
That said, a 25x25 tech takes more CPU than a 25x25 plate. A thing made of a bunch of little things is more intensive than one big thing. 125 blocks uses more individual textures than one big block, so it takes more to render them. And then you have other things like the damage they have taken, what block they are and what they do, any effects or animations they might have, etc. None of this has anything to do with physics, though.
With the big pile of loose blocks, that would take a ton more cpu than the other two. That is because you have 125 individual sets of physics values that you have to keep track of, as opposed to 1 set for the other two. That is why the game tends to lag when you have a lot of loose blocks in your world, as the game has to constantly update all of these values. The same problems of a 25x25 tech are also part of this, so it just adds up into one big load for the game and the computer to handle.
None of this is to say that I have any experience with code, but much of this can be assumed from plain logic. If there is a thing in the game, it has to be handled by the game, otherwise it doesn't exist. There are optimizations you can do to make all of this easier to handle, but the same rule still stands: the more complicated something is, the more things that the game has to keep track of. The big pile of blocks is the most complicated.