anchor.diff:                      [Entity.Position == v3 250.0f -200.0f 0.0f]]]]
   
       // here we create the scenery in an imperative fashion
  -    // NOTE: performance goal: 60fps, current: 47fps.
  +    // NOTE: performance goal: 60fps, current: 29fps.
       override this.Register (game, world) =
           let world = base.Register (game, world)
           let (staticScene, world) = World.createEntity<StaticSceneDispatcher> (Some [|"StaticScene"|]) DefaultOverlay Simulants.Default.Group world
           let world = staticScene.SetStaticScene (asset "Default" "GameObject") world
   #if DEBUG
  -        let population = 5
  +        let population = 30
   #else
           let population = 50
   #endif
  
positive.code:                     positions.Add position
          let world =
              Seq.fold (fun world position ->
                  let (staticModel, world) = World.createEntity<RotatingModelDispatcher> None NoOverlay Simulants.Default.Group world
                  let world = staticModel.SetPosition position world
                  //let world = staticModel.SetRenderStyle Forward world
                  //let world = staticModel.SetStatic true world
                  world)
                  world positions
          world
  
  
negative.code:     let Light = Simulants.Default.Group / "Light"
  
  // this is a custom entity for performance testing
  type CustomModelDispatcher () =
      inherit StaticModelDispatcher ()
  
      override this.Update (entity, world) =
          entity.SetRotation (entity.GetRotation world * Quaternion.CreateFromAxisAngle (v3Up, 0.1f)) world
  
  // this is our Elm-style command type
  type Command =
  