anchor.diff:  let [<EntryPoint>] main _ =
       let sdlRendererFlags = enum<SDL.SDL_RendererFlags> (int SDL.SDL_RendererFlags.SDL_RENDERER_ACCELERATED ||| int SDL.SDL_RendererFlags.SDL_RENDERER_PRESENTVSYNC)
       let sdlConfig = makeSdlConfig "Nu Game Engine" 100 100 900 600 SDL.SDL_WindowFlags.SDL_WINDOW_SHOWN sdlRendererFlags 1024
  -    run2 tryCreateTestWorld sdlConfig*)
  +    run2 tryCreateTestWorld sdlConfig
   
   (*module Program
   open System
  
positive.code: let [<EntryPoint>] main _ =
      let sdlRendererFlags = enum<SDL.SDL_RendererFlags> (int SDL.SDL_RendererFlags.SDL_RENDERER_ACCELERATED ||| int SDL.SDL_RendererFlags.SDL_RENDERER_PRESENTVSYNC)
      let sdlConfig = makeSdlConfig "Chrono Blade" 100 100 900 600 SDL.SDL_WindowFlags.SDL_WINDOW_SHOWN sdlRendererFlags 1024
      run2 tryCreateChronoBladeWorld sdlConfig
  
  (*let TestScreenAddress = [Lun.make "testScreen"]
  let TestGroupAddress = TestScreenAddress @ [Lun.make "testGroup"]
  let TestLabelAddress = TestGroupAddress @ [Lun.make "testLabel"]
  let TestButtonAddress = TestGroupAddress @ [Lun.make "testButton"]
  
negative.code: 1.3x gain - alternatively, use short-term memoization with a temporary dictionary to cache asset queries during rendering / playing / etc.
  1.2x gain - optimize locality of address usage *)
  
  (*let tryCreateChronoBladeWorld (sdlDeps : SdlDeps) =
      let game =
          { Id = getNuId ()
            IsEnabled = true
  