Yes, but you must consider it a pain in the backside to have to manually place every potential object somewhere off map! Fine for a simple game, but hardly a great solution.
Take this little bit of code from something like AGK.
gridmax=10
cubesize=10
dim grid[gridmax,gridmax]
for x=1 to gridmax
for y=1 to gridmax
grid[x,y]=CreateObjectBox( width, height, length )
SetObjectPosition( grid[x,y], x*cubesize, y*cubesize, 0 )
next x
next y
This would make a bunch of cubes and position them in a grid. If I wanted to experiment with how many I can safely use I just need to change gridmax to a higher number. Once the code is in it's super simple to experiment. As it stands at the second I would have to add them all in manually and if it's too much, delete them again manually. There really is no substitute for code for this sort of thing.
Edit - Oh Thanks Cybernesence for clarifying it is more a choice than a overall problem with the design. I've been asking on and off since Reloaded was first released for a feature like this.
SPECS: Ryzen 1700 CPU. Nvidia 970GTX. 16 Gig Memory. Win 10.