The only work the CPU has to do is calculate collisions, basic rotations and around 25 draw calls

That leaves a lot for a game engine
Leon has some multicore and 64bit code too
I've setup one of my Raspbian Lite Pi3's as a networked compiler box so I can C and Pascal compile natively on it.
Baremetal <0.4sec compile times
Is there any way you can tell how many QPU's you are using?
Been thinking about Demoscene, Procedurally Generating stuff like terrain and trees
https://www.grendel-games.com/procedura ... n/?lang=en
https://openworks.wooster.edu/cgi/viewc ... ndentstudy
A small kernel.img can generate a very large 3D world.
Instead of making all the models and texture maps in Blender etc PG them.
Making one model in blender and rendering it takes a lot of time for a noobie 3D model maker.
So PG everything, it could take time to generate the models and put them in ram.
Viewing them should be quicker than rendering on the fly,.
I'm dancing on Rainbows.
Raspberries are not Apples or Oranges