Wait... i thought i had left scratch
RAL: Random Access List My thinking (likely not unique at all) is that having a global RAL would allow me to have access to a sort of "pointer" pool. Where objects can own their variables but also share them cheaply to other objects which allows for much more powerful module integration. Imagine an "object" can have XYZ position, Rotation, scaling, and there somewhere in a renderer you just pass the Object Pointer to it, and it will handle things like MVP Matrix building, and other transforms on its own, maybe on its own VRAL (Video RAL) too. You could even have a MROL (Model Read-Only List) where all "object skins" exist and that data gets copied to RAL for processing, or even passed down to VRAL directly through a reference in RAL This would even allow for dynamic allocation, and Video Game concepts like "Object Pools" like they used to do back when-when in the NES, or N64 (yeah... I'm borrowing from SM64... did you know i have a Scratch Chuckya 3D model?? It's true!) Currently i have implemented an NxN matrix multiplication function that operates via pointers, that's what you see being tested here