A little montage into my escapades into trying to implement a chunk based, marching cubes algorithm to dynamically create a terrain sampled from a noise map in #godot my head hurts
and I'm really struggling to fix the gaps between the chunks, but progress is progress 🐌

This hitch is driving me insane.
My scene constructor nodes are loading and instancing all the components in threads as they should, and the profiler is giving me no insight into why that one frame lasts 1675 ms.
Surely, that isn't lag from adding just one big empty room to the tree.
Research lighting & dropping Mac support - Fossil Sweeper Progress Update 41
https://spectra.video/w/xaxD6abWGaM6gBzticXUpB
Research avatar movement & upgrading Godot versions - Fossil Sweeper Progress Update 40
https://spectra.video/w/wP7AKJuXJArkDRUc4GYNz5
More Assembly background work & Map avatar movement - Fossil Sweeper Progress Update 39
https://spectra.video/w/5ag5obs9vxd5QSykR3aqXe
Assembly fog & yet more Map work - Fossil Sweeper Progress Update 38
https://spectra.video/w/faBKqcYLWuYQQur7F8Kzwj
More globe work & out-of-view Dig sites - Fossil Sweeper Progress Update 37
https://spectra.video/w/nsGGAr5N2dSeNNfVkWXo5A
Expanding the globe - Fossil Sweeper Progress Update 36
https://spectra.video/w/86NSTjF2eSL2qTZz7Ecxof
Transition animations & Map phase work - Fossil Sweeper Progress Update 35
https://spectra.video/w/45CDFnACcztcDXq4itfc5e
Transition animations & Map phase work - Fossil Sweeper Progress Update 34
https://spectra.video/w/6he941Ns63xXQNXPyNrWxo