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Comment on Loom: Native mobile game engine with live reload of code and assets

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Ok, you have my attention. Coming from experience with other layered engines, Lua based ones as well, tell me about its limitations and performance characteristics. Does the the engine have any limiting edge cases where using some aspects like direct pixel addressing, large tiles or many tiles, world boundary optimizations, # of physics objects can spiral the upper fps down. Previous guesses are just examples and may not representan issue present in Loom, but feel free add to the list if its worth mentioning.

For instance, would I be able to do a simple fluid simulation, particle gelling etc with loom?

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