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No no, I'm awesome.

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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.

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.
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Oh, don't worry, that's genious compared to me. I've done the exact same, cept with a sleep of 500. Top THAT :)

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