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I'm not sure what does a chunk actually contain in your implementation. I assume that these chunks are memory intensive, if you want to lazily load them. It seems to me that if you decoupled your logic from game engine content, you could easily load to memory and check a lot of grid spaces at the same time. This will require you to keep some kind of sparse ...


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I've deduced that this is an issue with the way I'm telling monogame to use vsync. turning it off and setting "FixedTimetep = false" fixes the issue. I am going to get vysnc back on, it's just going to take a bit more tooling.


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Be sure you have something like this in your code: Game(1) { Content.RootDirectory = "Content"; sContent = Content; } In the book "Learn 2D Game Development with C#" on page 43 they left that out.


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