anchor.diff:    (setf (keys-in-order seq-hash-table) (make-array 0 :fill-pointer t))
     (clrhash (the-table seq-hash-table)))
   
  -
  +(defun rem-seq-hash (key seq-hash-table)
  +  (remhash key (the-table seq-hash-table))
  +  (with-slots (keys-in-order) seq-hash-table
  +    (let* ((new-ordered-keys
  +	    (remove-if (lambda (x) (equal x key))
  +		       keys-in-order))
  +	   (length (length new-ordered-keys)))
  +      (setf keys-in-order
  +	    (make-array length
  +			:initial-contents new-ordered-keys
  +			:fill-pointer length))))
  +  seq-hash-table)
   
   ;; TODO:
   ;; > the-table/keys-in-order are also captured.. the rest are CL symbols
  
positive.code: (in-package :game-objects)
  
  
  ;;Sequential HASH-TABLe---------------------------------------------------------
  
  ;; why can't (class-of <hash-table>) be the superclass?
  ;; This provides a hash-table where the order of the keys is specified. This is needed
  
negative.code: 	(setf x1 (vec3+ center-point (vec3 (- rx) (- ry) 0.0)))
  	(setf x2 (vec3+ center-point (vec3 rx (- ry) 0.0)))
  	(setf y1 (vec3+ center-point (vec3 (- rx) ry 0.0)))
  	(setf y2 (vec3+ center-point (vec3 rx ry 0.0)))))))
  
  ;;;Animation
  
  