
1 Nov
2008
1 Nov
'08
3:15 a.m.
Even when generating one or more copies of "world" per frame the performance stays fine and allocations are minimal. From what ive seen, the OpenGL calls are whats going to bottle neck. loop (time, space) where loop = loop <=< runKleisli action where action = (ChronoSync.sync *** syncExternal channel) >>> Space.update >>> display >>> ChronoSync.yieldCPU