Seemingly endless grids and performance
I've been dealing with performance in Grid Framework recently and added a feature that will keep the Garbage Collector from going crazy. Until now rendering always went like this: Manager requests rendering from grid -> grid calculates the end points of each line -> these points get passed to Unity's GL class for rendering. Every single frame. I have introduced a caching feature that will store all the calculated points and reuse them instead of calculating everything all over again as long as the grid has not been modified.