So I'm wondering why Tuss Toss fps drops by about ten frames when there's around 100 or so particles on screen. I found it quite perplexing, so I decide to add some profiling code to find out the problem. Lo and behold I discover this wonderous line of code that I must have put in my infinite wisdom of a late night coding session:
// Stall for timing.System.Threading.Thread.Sleep(30);
Yep, way to test how long it took you to render the whole frame, dumbass. WTF you can't get 300fps in debug mode?!
Seriously though, I'm awesome.