this is a week or so worth of brainstorming. Looking at pulling everything sprite related into it's own little struct. And also doing a message everything arch

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====== paste ======
Created Wednesday 09 September 2020
// If I were to have multiple systems
/*
One for rendering
One for updating
One for eventing
Rendering is easy enough. It needs all the components necessary in order
to generate the vertices. This includes the position, size, and vertex generator
Updating can probably be multiple types, I imagine something that implemented an Updatable
trait could then be used.
So the big problem here is that I have two traits that I want to expose, BUT
I have to put the concrete value in both containers... I don't think this is something
that specs will like since it wants to be the only owner. No use in RefCell'ing it
because that's just stupid
What if I turn this on it's head and really embrace the systems. So for example I could have
the User system. Ooof this is a big question actually...
// Components that want to be updated
Move
// want to be drawn
Drawable
Geom
Notifyable
*/