I think Im going to have to, but to do that I'll need to make an array of entities,
which will have a fixed number of elements at design time.
Whereas the code I've developed so far (with much blood, sweat and many tears)
is theoretically limitless, using a custom linked list of structures that store
the entity of that location as well as much other data. (I'd only just started
testing the memory consumption when this clone issue became instantly apparent)
So it was self-adjusting in size, dependant on available CPU horsepower at run-time,
and now it is going to have to be decided at compile-time instead.
I think I'll look into creating meshes in realtime using directX first though,
I want my project to be very PC-Hardware tolerant.
This is not an actual request, but how feasable would it be, in your opinion,
to request an ent_purge like new function (or appended to ent_purge) that
will release the model-data memory(that ent_clone creates).
Thereby alleviating my problem as well as having a useful memory management
tool being added to the engine....