Last week we published a blog post briefly outlining several steps of optimization of a Haskell game. In the article, the last two steps, which referred to parallelism and concurrency respectively, were inverted, making it sound like the Android version was using the parallel library. This was not the case: parallelism was the last change [...]The post Par thy Android - A short followup on "60 FPS to 500″ appeared first on Keera Studios.