/.../: Start and end regex delimiters
|* @author yomboprime https://github.com/yomboprime|
|* GPUComputationRenderer, based on SimulationRenderer by zz85|
|* The GPUComputationRenderer uses the concept of variables. These variables are RGBA float textures that hold 4 floats|
|* for each compute element (texel)|
|* Each variable has a fragment shader that defines the computation made to obtain the variable in question.|
|* You can use as many variables you need, and make dependencies so you can use textures of other variables in the shader|
I heard some points of criticism to how React deals with reactivity and it's focus on "purity". It's interesting because there are really two approaches evolving. There's a mutable + change tracking approach and there's an immutability + referential equality testing approach. It's difficult to mix and match them when you build new features on top. So that's why React has been pushing a bit harder on immutability lately to be able to build on top of it. Both have various tradeoffs but others are doing good research in other areas, so we've decided to focus on this direction and see where it leads us.
I did want to address a few points that I didn't see get enough consideration around the tradeoffs. So here's a small brain dump.
"Compiled output results in smaller apps" - E.g. Svelte apps start smaller but the compiler output is 3-4x larger per component than the equivalent VDOM approach. This is mostly due to the code that is usually shared in the VDOM "VM" needs to be inlined into each component. The tr