Issues with asteroid shader: - Need to create a system for moving objects independent of fps - Storing data for multiple objects in the ssbo probably won't work right now - Need to support deleting of objects and should add a deleted flag to the ssbo struct In opengl-ref, I'm enforcing a maximum fps to control the speed at which objects move or other effects-over-time happen. It's better to not control the fps and just determine the delta for each effect every frame based on the elapsed time. I think Vulkan enforces its own fps anyway (when I wait for each frame to be ready). I should look into this more at some point and see if I can disable that to get the true fps for testing purposes.