[52:04][@jazzy_josh][Are the randomly generated floor tiles being cached yet?]
[52:20][@freddukes][Do you think having things in place like static cast to put more checks, e.g. int to pointer, is useful over standard C-style cast which just ignores all type-checking? Wouldn't a static cast have found that bug at the start of the stream?]
[55:29][@QuickliGames][Do you think the clumpiness is actually due to splat distance from the centre of the chunks?]
[57:20][@cdawzrd][Do you know why the trees are wiggling around sometimes?]
[59:03][@cezonezor][What is causing the lag?]
[1:01:12][@maato_][Are there still places where the background colour shows through the ground tiles?]
[1:02:39][@cmbasckeira][Is this Chunk code already prepared for adding holes to the ground?]
[1:07:01][@insofaras][Could you make code that ensures a certain frame-rate but uses extra available time to generate the ground textures in the background, maybe generating a low-quality version first to avoid having no texture at all?]