I generate test world 200x200 (40 000 cubes, it's 120 000 nodes). FPS is ~3. In reality, the world will be much larger. Is there any way to optimize this? I have an idea to use large textured cubes, but this is a crutch for my game.
Cubes don't have attached scripts. And I tryed to use only MeshInstance, it's did not help. I think the problem is precisely in the quantity, each tick of the engine causes some kind of heavy API for each node.
Have any ideas?