I noticed that for larger room models, where the nodes would reach several hundreds if not thousands with each and every factor included, the frame rate would suffer by a couple of frames each time. I've since repaired this issue by only rendering each and every tile & wall once and saving it as a static image, using it as a "background" kind of. Changing the tiles/wall width/style causes the "background" to be re-generated. This all saves a lot of processing.
I've also added avatars to the rooms; they're synced through the server with all room users. (The lag displayed below is NOT real-time. Only reason it buffers is because of the screen recorder ,_, everything works within milliseconds)
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Yeah, yuck.
















