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Maybe you should consider using an arbitrary-precision math library to calculate the graph and physics rather than relying on doubles.


The problem is actually that with my current parser (which is 3rd-party, and one of only a handful that works within my constraints) I can only sample the function about a hundred times per frame before I start to see serious drops in performance on many computers.

In the future I'd like to have a parser that's fast enough to sample at least every pixel, but until then it's going to be a little janky.




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