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ZoriaRPG
UIDs might change again internally. You shouldn't even have to know how they are managed; that's kinda the whole point. Before, an UID was a dynamically allocated node kept sorted using a self balancing tree. Now they use contiguous blocks of memory, are stored in order, and retrieval by a simple 'divide and conquer' algorithm. Later, they might be something else entirely. I sorta broke enemy::swap already, so we'll see.
I would actually prefer it if all the OOP cruft could be removed from the sprite-entity stuff.