More rendering subsystem breakout, added a physics subsystem, everything now fires from akgl_game_update() for the user
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@@ -70,9 +70,11 @@ typedef struct akgl_Actor {
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bool movement_controls_face;
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void *actorData;
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bool visible;
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SDL_Time logictimer;
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SDL_Time movetimer;
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float32_t mass;
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float32_t x;
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float32_t y;
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float32_t z;
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float32_t scale;
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struct akgl_Actor *children[AKGL_ACTOR_MAX_CHILDREN];
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struct akgl_Actor *parent;
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