The game.loop vocabulary contains the implementation of a game loop. The game loop supports decoupled rendering and game logic timers; given a "tick delegate" object with a method on the tick* generic and a "draw delegate" with a draw* method, the game loop will invoke the tick* method on the former at regular intervals while invoking the draw* method on the latter as frequently as possible. Game loop objects must first be constructed: Game loop delegate
The game.worlds vocabulary provides a convenient world subclass that integrates the game loop implementation with UI applications, managing the starting and stopping of the loop for you.