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

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