anchor.diff:                      else world)
                       world
                       entities
  +            PostUpdateEntitiesTimer.Stop ()
   #endif
   
               // fin
  
positive.code:                     else world)
                      world
                      entities
  
  #if !DISABLE_POST_UPDATES
              // post-update simulants breadth-first
              let world = World.postUpdateGame world
              let world = List.fold (fun world screen -> World.postUpdateScreen screen world) world screens
              let world = Seq.fold (fun world layer -> World.postUpdateLayer layer world) world layers
              let world =
                  Seq.fold (fun world (entity : Entity) ->
                      if World.isTicking world || entity.GetAlwaysUpdate world
  
negative.code:     let private ActualizeTimer = Diagnostics.Stopwatch ()
      let private RenderTimer = Diagnostics.Stopwatch ()
      let private AudioTimer = Diagnostics.Stopwatch ()
  
      type World with
  
  