🥨 Stephen Niedzielski
2/n so here's the demo. i've got basic tile and sprite rendering and input polling. when i'm not recording, i can get to up about 700k sprites on my super laptop. the bottleneck seems to be the GPU as i'm not doing any CPU-side sprite culling and when i shift the camera to limit balls drawn, the framerate climbs back up. this is promising compared to the JS implementation which was about 200k sprites but was way more featureful so i'm not ready to claim a 3x boost and honestly i was expecting a more substantial improvement. everything is singlethreaded.