[1:00:02][@insobot][Relationship status it's complicated for the movement to be it's own main function inside?]
[1:01:30][@cvaucher][Reasons performance was so bad with the new debug view? Isn't this still way fewer tris than a typical 3D game? Is the framerate reasonable if you switch to solid rectangles vs outlines?]
[1:03:56][@boogie0815][Will you make the UI immediate mode?]
[1:04:04][@dudeinbasement1][Will the debug graphing update even if the game is paused?]
[1:04:28][@Longboolean][Right now the outlines on the profiler overlap each other. Makes it a little harder to make out the colors (or the change from one to the other). The obvious solution would be to draw them with a slight offset from the last each time, but are there any problems with that once the rectangles get really small?]
[1:05:07][@Mojobojo][Is our current timestep code framerate independent? Will the game's simulation run the same at any framerate?]
[1:06:54][@zennmystic][Are we going to do the batch way then?]
[1:07:23][@dudeinbasement1][(Off-topic) Have you ever defined structures inside of functions?]
[1:09:17][@sixdegreesofgaming][Is there any advantage to making physics dependent on framerate other than convenience?]