(note: armchair remark, I honestly haven't a clue)
Block entities (those with complex data, like inventories) can be read/interacted with by redstone (a regular-ish set of blocks in terms of data), which can then trigger a piston or dispenser (which changes the world), and said piston or dispenser can then interact with the players movement, pushing them, or hitting them with an arrow, or dispensing water that changes their movement.
Same again for non player entities, but also factor in their AI having to adjust pathing based on the world changing.
It really can't, though. Parallelization is the enemy of consistent game mechanics, especially in a complex sandbox game like minecraft. There are tons of things that interact with each other in minecraft's world - if you just tick everything at arbitrary times, those interactions cease to be deterministic and might break entirely unless you write a ton of spaghetti code to deal with every edge case. Redstone in particular is the best example of a mechanic that heavily relies on the synchronous nature of the game logic loop.
Sure, but that list of entities in the area is close to static (apart from crazy redstone magic). One would expect them to be pooled and not have many allocations for each tick.
~Normally, yeah, but Folia is based on Paper which, AFAIK, is known for its unreliability when it comes to the technical aspects of Minecraft (ie redstone and farms.) Even your bog-standard simple item sorter is apparently a bit hit-or-miss on Paper.~
Edit: Possibly outdated info, things sound better re: technical Minecraft support on Paper now according to 'ocelotpotpie.
Ah, good to know - been a long while since I last tried Paper.
My simple sorters have been working just fine(tm) on Paper in the last (>5) few years.
I do hear co players having occasional problems with fancier set ups, but most automation just works.
But that's not even what we're talking about here. This was a short-lived test server with new environment, not huge farms. The super high GC stats we see here are the baseline behaviour. More complex scenarios will push this even more.
It might not inefficiently allocate all that RAM every tick, but it still has to scan a lot of RAM, and write to a bunch of locations to update the game state.
It loves CPUs with huge caches because of that.
There were 113 regions in one of the pictures- call it 9 players per region, with ~927 live unique chunks (8x8 chunks for 9 players ~=566, plus a 19x19 area around the world origin thats always loaded). From what I can tell a Minecraft block is a bit over 10 kB. So ~10 MB per region.
If each thread is allocating 10 MB for each region on each tick (which the screenshot shows is 8 ticks per second) *that would work out to 8.6 gigabytes per second*. IMO, that's too close to be a coincidence- I'm thinking there are a lot of shared chunks per region, but the threads are copying significant amounts of data by value or they just have an absurd overhead.
The world is not static though. Each player loads in a lot of living entities (monsters/animals/...) and block entities (furnaces, redstone, ...) that all need to update. There's some overlap of course, though in a game like Minecraft where there's a near infinite world to explore that overlap is smaller than you would think.