This one is actually not too bad - there is only a very slight difference between "due" (which can mean both something like "shall be done" and "bound to happen") and "fällig" (which means only "shall be done"). Grammatically and semantically, this almost never matters, it only misses the much higher cultural context of it being slightly weird to refer to a baby as a "task".
Exactly, and messages are divided into buckets which contain only one kind of (type of message, type of receiver)-combination. If you then iterate over that, you are going to execute very similar code repetitively.
I guess my epiphany was that exactly because actors are isolated, I could manage them like this and do some very primitive fast array iteration, while still using a nice high-level pattern to implement the actual game logic.
(author) I made the mistake of writing a blog post targeted towards non-programmers, leaving away a lot of essential detail. For example that buckets only contain one kind of actor or message and because of indirect references can be deallocated by a simple swap-with-last, so no free-lists are needed
Improvement suggestion: Interpolate between the transmitted positions for a smoother animation. It's really difficult for me to detect movement directions at something like 3Hz.
That is exactly what is happening. The positions of the trains are only available only every minute or so. I expect the animation speed is limited to 3fps due to performance issues.