Well if there is a bunch of blocks on the edge of a chunk, and the chunk right next to it has blocks right next to those blocks.. shouldn't they have invisible faces thus no mesh or collider for those parts.. much like blocks within a chunk that have no air block next to them.. you can fly below your terrain and see those edges of each chunk with mesh and colliders still being drawn even though not at all visible above surface. Not sure if the extra code and calculations to avoid that would be all that beneficial in performance though maybe for larger view distances with less drawn and reduction in memory usage per chunk because of less mesh/collider data that is not even visible or used once the chunk next to it is loaded. Performance still kills in chunk generation and exploring.. so once its loaded its pretty fast but not optimized as it could be.. but yeah loading/saving from disk would be good.

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