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      <description>MartianLee&#39;s tech blog exploring web development, software architecture, and AI/LLM technologies.</description>
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      <managingEditor>martionlee@gmail.com (MartianLee)</managingEditor>
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    <guid>https://martianlee.github.io/posts/2026-10-23-godot-world-streaming-stutter</guid>
    <title>Finding two causes of a walking stutter in a Godot game with a measuring harness</title>
    <link>https://martianlee.github.io/posts/2026-10-23-godot-world-streaming-stutter</link>
    <description>A Godot 4.6 game that streams its world in chunks froze for 0.1 to 0.3 seconds every time the player walked. A harness that walks the hero on its own and logs frame times found two causes: code scanning 19,000 nodes every physics tick, and code building and tearing down whole chunks in a single frame. After the fix, frames over 50 ms are gone.</description>
    <pubDate>Fri, 23 Oct 2026 13:30:00 GMT</pubDate>
    <author>martionlee@gmail.com (MartianLee)</author>
    <category>godot</category><category>gdscript</category><category>game-dev</category><category>performance</category><category>profiling</category>
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    <guid>https://martianlee.github.io/posts/2026-10-23-godot-world-streaming-stutter</guid>
    <title>걷기만 해도 버벅이던 Godot 게임에서 측정 하네스로 원인 두 개를 찾았습니다</title>
    <link>https://martianlee.github.io/posts/2026-10-23-godot-world-streaming-stutter</link>
    <description>청크로 월드를 불러오는 Godot 4.6 게임이 걸을 때마다 0.1~0.3초씩 멈췄습니다. 주인공을 자동으로 걷게 하고 프레임 시간을 기록하는 하네스를 만들어 원인 두 개를 찾았습니다. 하나는 1만 9천 개 노드를 매 물리 틱 훑던 코드였고, 다른 하나는 청크를 한 프레임에 통째로 짓고 허물던 코드였습니다. 고친 뒤에는 50ms를 넘는 프레임이 사라졌습니다.</description>
    <pubDate>Fri, 23 Oct 2026 13:30:00 GMT</pubDate>
    <author>martionlee@gmail.com (MartianLee)</author>
    <category>godot</category><category>gdscript</category><category>game-dev</category><category>performance</category><category>profiling</category>
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