More rendering subsystem breakout, added a physics subsystem, everything now fires from akgl_game_update() for the user
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@@ -30,6 +30,7 @@ extern akgl_Character HEAP_CHARACTER[AKGL_MAX_HEAP_CHARACTER];
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extern akgl_String HEAP_STRING[AKGL_MAX_HEAP_STRING];
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akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_init();
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akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_init_actor();
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akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_actor(akgl_Actor **dest);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_sprite(akgl_Sprite **dest);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_spritesheet(akgl_SpriteSheet **dest);
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