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This reminds me of when I was trying to do Minecraft style chunking in Bevy. I was in a situation where (instead of doing the not-so-obvious fix) I threw parallelization, compiler optimization, caching, release flags etc. at my project and nothing made it go faster. I could not figure out why it was so slow. Turns out what I was doing was so unoptimized that I might've as well loaded the whole world per frame.

You live and you learn :)



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