This is my first attempt at building a game. I've made a good bit of progress but the further I get the more I keep doubting my design decisions: I'm building a procedural turn based low-poly rpg that can have very large maps. - Each tile is it's own game object. - Each object on the tile is it's own game object. - Right now I am not combining any meshes because I want the player to be able to interact with individual tiles /objects while in combat and in builder mode (where they can change the mesh of tiles/objects) - I am using real time lighting for shadows right now... I wrote code to chunk the map up based on current player location, but each chunk is 100 tiles, and I load the chunks adjacent to the player also so at minimum there are always 900 tiles loaded and a few hundred objects. Performance is ok on my desktop. Still above 70 fps. WebGL is already a little laggy but playable since it is turn based. Am I prematurely worried about optimization or is this design doomed? Any advice is appreciated!