Localspacing System

The Localspacing System is an important aspect of the game as it is what allows star systems to fake real-life scale and make many other game mechanics work, including fully custom replication.
== Zones ==
Zones, also referred to as local-zones or more rarely grids, are regions of space which execute separately from each other. Whilst technically zone foo could be a billion kilometers away from zone biz, every zone is centered at 0,0,0 within the Roblox engine. The reason for this is that while it is technically possible to travel billions of studs in one direction, doing so would result in increasingly degrading physics precision. Due to this, traveling past 40,000 studs in any direction results in sub-par physics and graphics, and traveling past ~200k studs makes the game completely unplayable, hence the zone system.
Zones may be orbiting a specific area of space around a planet, an asteroid belt, region immediately outside a space station, or anywhere. Zones are limited to a maximum travel distance of 40k in any direction, but can be smaller. 
Each zone appears to be in a different are of space thanks to other game mechanics, math, and visual trickery. Each zone is processed entirely separate from each other, and players cannot see ships, NPCs, or players in another zone, except for what game mechanics like scanners and databases provide. 
Players can only be in one zone at a time, however, when entering hyperspace (hyperspace tunnels are their own zones), whilst technically assigned to one zone, the zone the player is jumping out of is not unloaded for a few moments.
Category:Behind the scenes
Category:Game mechanics