Facilities for systems
Rendering, physics, and other systems need to be supported by the engine in a flexible way. Currently, they have to be manually wired in to the main update loop and keep track of actors/components themselves. This is ugly, hard to maintain, and inflexible for game developers.
Instead, wh-engine should provide facilities for systems to register themselves, hook into the update loop, and set up actor bucketing (see #8).
The update loop (and
(run) function as a whole) will probably have to be converted to a macro for performance.
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