Li'l slimeball made of particles.
#screenshotsaturday
Everything else I worked on this week doesn't lend itself well to visuals. Optimizations for particle rendering because it was just outrageously slow. I separated the display map out to do chunked drawing of only rectangles where change occurred. It's mostly good, a little artifacting to clean up.

Took this from ~2fps to 30fps. It's still a lot of squares to draw for p5 and if they all change at once it chugs again.

I might need to change the way I'm drawing things if it gets too complicated, but for a mostly static screen it works well.

#screenshotsaturday