anchor.diff:  
               // init registerScreenPhysics F# reach-around
               WorldModule.registerScreenPhysics <- fun screen world ->
  -                let entities = World.getLayers screen world |> Seq.map (flip World.getEntities world) |> Seq.concat |> Seq.toArray
  +                let entities =
  +                    World.getLayers screen world |>
  +                    Seq.map (flip World.getEntities world) |>
  +                    Seq.concat |>
  +                    Seq.toArray
                   Array.fold (fun world (entity : Entity) ->
                       World.registerEntityPhysics entity world)
                       world entities
   
               // init unregisterScreenPhysics F# reach-around
               WorldModule.unregisterScreenPhysics <- fun screen world ->
  -                let entities = World.getLayers screen world |> Seq.map (flip World.getEntities world) |> Seq.concat |> Seq.toArray
  +                let entities =
  +                    World.getLayers screen world |>
  +                    Seq.map (flip World.getEntities world) |>
  +                    Seq.concat |>
  +                    Seq.toArray
                   Array.fold (fun world (entity : Entity) ->
                       World.unregisterEntityPhysics entity world)
                       world entities
  
positive.code:             WorldModule.trySignalFacet <- fun signalObj facetName simulant world -> World.trySignalFacet signalObj facetName simulant world
              WorldModule.trySignal <- fun signalObj simulant world -> World.trySignal signalObj simulant world
  
              // init scripting
              World.initScripting ()
              WorldBindings.initBindings ()
  
              // init debug view F# reach-arounds
              Debug.World.viewGame <- fun world -> Debug.Game.view (world :?> World)
              Debug.World.viewScreen <- fun screen world -> Debug.Screen.view (screen :?> Screen) (world :?> World)
              Debug.World.viewLayer <- fun layer world -> Debug.Layer.view (layer :?> Layer) (world :?> World)
              Debug.World.viewEntity <- fun entity world -> Debug.Entity.view (entity :?> Entity) (world :?> World)
  
              // init vsync
              Vsync.Init nuConfig.RunSynchronously
  
negative.code:                         world
                  world
  
              // init miscellaneous reach-arounds
              WorldModule.register <- fun simulant world -> World.register simulant world
              WorldModule.unregister <- fun simulant world -> World.unregister simulant world
              WorldModule.expandContent <- fun setScreenSplash content origin parent world -> World.expandContent setScreenSplash content origin parent world
  