First question: Thanks.

Second question: Using the missile example; let's say that there are several missiles in the air at the same time. Let's say the player has a way of destroying all enemy missiles. I was assuming that I could destroy anything that was a "projectile". Am I simply approaching this challenge the wrong way? Is there a simpler way of creating/controlling/destroying similar objects within 3DGS?

Third question: I'm still a little confused about the reasons to use pointers. I'm not going to continue down the path of my third question until I figure it out a little more.

I think I may be approaching 3DGS with the wrong mindset. I'm used to having to create entities and control each of them with a type/for/each command. It would seem that 3DGS does this for me, I just have to tell it how to move an entity within a function/action and let collision detection do it's job. If this is true, then how useful are pointers? Are they there just to make it easier to access the properties of single entities?