Entities are specialized actors, that are in the world of the computer game. While calling delay on actor causes a delay relative to real-life time, delay on an entity causes a delay relative to the game world time. Entities can be thought of as running in parallel, but on a single thread on a local computer. In addition, their timeframe can be thought of as in sync with the computer game world.
The game itself has its own time and memory space.
In addition, any script can be run by running "load".
## Entities
Entities are defined in a jso file. The "this" parameter in the jso file is a reference to the actor, allowing you to define properties on it.
Computation takes place in turns. Each entity has functions called, if they exist. If a machine has multiple threads, multiple entities may be taking turns at a time.
When dealing with callbacks, callback registration can include objects or functions, but not both. You should either register an object to a list that always has 'update' called on them, or you should register the object's update function as a closure over the object.