It's been a little while since the last update was released, so I thought it'd nice to share some details about what I've been working on. Let me start by saying that I've no intention to stop development on Map Graph anytime soon. So if there's some time between updates, don't worry, it probably just means that I'm working on something that takes more time than usual, or that I'm stuck working on another project that's way less fun, but helps pay the bills. Right now, it's a bit of both. So what's coming to Map Graph v1.14? The most significant changes are two new optimizations options. The first one being a pooling system, that will reduce the number of memory allocations to a minimum when running a map generator. This will mostly benefit projects that require map generation during gameplay, where it's critical to avoid garbage collection as much as possible. The second change is the introduction of multi-threading. Currently, all nodes in a graph are run in sequence on a single thread. There's an option to run a graph asynchronously, so that it doesn't run on the main thread and lock up your game or the editor, but it still uses a single thread. Running nodes in sequence makes sense, as a node usually requires the result from another node as input, so it has to wait for the previous node to finish processing anyway. However, there are a lot of situations where nodes could be processed at the same time, which could significantly reduce the time it takes to run a map generator. The new multi-threading feature checks which nodes are dependent on which and uses that information to run nodes in parallel on different threads, whenever possible. Multi-threading will mostly benefit "tall" graphs, meaning graphs that don't mostly consist of nodes that only depend on the output of a single other node. (These types of graphs usually look visually taller in the graph editor, so that's why I call them that. ) There's a performance overhead to using multi-threading, so for graphs that aren't very "tall" it might actually hurt performance a bit and add unnecessary complexity, but for graphs that have a lot going on at the same time, this should reduce the processing time considerably. So when is this coming? Honestly, I don't have an ETA yet for v1.14. These features have been mostly implemented, but the debugging process has been slow going at times, and with the holiday season upon us, I don't really want to make any promises about release dates that I can't keep. Ok, this is turning into a wall of text, that might make it sound more complicated and scary than it actually is. (It is for me at least ) All you really need to know, is that there will be something like two new checkboxes, one to enable pooling and one to enable multi-threading. That should be all you need to do to use these new features. I hope this gives some insight on what's coming. As always, if something's unclear or you have any other questions or feature requests, please let me know. You can post it here or sent me a DM or e-mail, if you prefer. Happy holidays!