Reworked this "test version" seeking to optimize and explore Vuo 2.0 features. Simply connecting the Image Generator "time" output to Build List started up the comp/animation, that was easy. Still wrapping my head around 2.0 event flow.
Regarding substantial performance issues, Build List (obviously) performs poorly constantly pumping out torus objects. (Why use a 3D torus to make a 2D polygon? Best way I found in Vuo to have nice corners on polygons, that's it).
This reworked version drastically improves performance (no surprise) by converting the torus/polygon into an image shader for Make Points Object, then only using Build List to generate the list of positions for Make Points Object. Still working out how to have a couple features I enjoyed from the original (manipulating size of points, etc.)
Any other tips/new Vuo 2.0 methods to optimize this comp? Is there a way to dump or optimize Build List (the bottleneck, currently set to Drop Events)? Is there another way to generate/animate in real time a point list (i.e., list of positions)?