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Extend game::handle for other use-cases

game::handle<T> is currently hard-coded to work with game::world and game::object. It would be convenient if this worked with other systems that would benefit from handles such as sound assets, sound emitters, render models, fonts, etc.

This would likely require implementing a generic system class to replace the interactions with game::world and a generic methods to replace conversions to game::object.

Update network synchronization

Network synchronization is currently incomplete due to changes to object management in game::world.

The main issue is functionality for spawning new objects that do not yet exist in the client world. In the original tanks this was done in the game::world::spawn_snapshot function. game::objects in quark typically do not have default constructors which makes the same approach tedious.

One possible solution is to add constructors or static factory methods for each object which take a network::message argument and will construct each object according to the contents in the message.

Once spawning is resolved, existing game object types will need to have their implementations of read_snapshot and write_snapshot updated to correctly synchronize over the network.

Implement free list for game objects

Game objects are stored as a sparse array in game::world::_objects. Each time an object is spawned the world iterates over the array to find the first unused slot. A free list would be a significant and relatively easy optimization.

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