anchor.diff:      
       That being said, I really, really, really, really want Edit and Continue for interaction
       authoring to get the best of both worlds -
  -    https://www.reddit.com/r/fsharp/comments/3mdklt/can_someone_with_the_requisite_insight_summarize/
  -    
  -    Another question that arises in this discussion is why the simulant system uses xml whereas it
  -    could just as well use a-exprs. My current understanding is that the simulant system, due to
  -    how it is WYSIWYG edited, conforms better to a document model. That is, it makes sense as a
  -    document model since it is meant to be imported, its live representation edited directly, and
  -    the exported back out. In contrast, the effect and mind systems are unlike WYSIWIG documents,
  -    and more like interpreted languages.
  -    
  -    Finally, the asset graph and overlay systems could go either way, but since they're so simple,
  -    perhaps they're more easily implemented with a basic document model. Maybe :) *)
  +    https://www.reddit.com/r/fsharp/comments/3mdklt/can_someone_with_the_requisite_insight_summarize/ *)
   
       (* WISDOM - Dealing with different device resolutions - Instead of rendering each component
       scaled to a back-buffer of a varying size, render each component unscaled to an off-screen
  
positive.code: open OpenTK
  open Prime
  open global.Nu // TODO: see if this req'd explicit qualification is due to a compiler bug
  open Nu.SimulantDescriptors
  module Program =
  
      (* DISCUSSION - On Nu's authoring story...
  
      Instead of using a general purpose scripting language for authoring tasks in Nu, we use a small
      set of domain-specific languages. For example, the simulant system uses XML, as does the
      overlay and asset graph systems. The effect system uses algebraic expressions, and simulation
      interactions are defined with chains.
  
      system          | language      | editor
      -----------------------------------------------
      asset graph     | xml           | Visual Studio
      overlay         | xml           | Visual Studio
      simulant        | xml           | Gaia
      effect system   | a-exprs       | Aether (TBA)
      mind (TBA)      | a-exprs       | Pheobe (TBA) - http://www.cs.uu.nl/research/techreps/repo/CS-2013/2013-003.pdf
      interaction     | chains (F#)   | Visual Studio
  
      The advantages and limitations that fall out of this is as such -
  
  
negative.code:     (* WISDOM: Keep all animation frame numbers even. That way, you can simply halve them if you
      need to move the app from 60fps to 30fps. *)
  
      (* IDEA: Simplified networking...
  
      For networking, perhaps instead of having a useful Game value that synchronizes across players,
  