Clear? What clear? We're talking about
exceptions here, right?
But yes, I for one do mind. I'm used to good code practices

Truvision.Engine.
Clear();
You see this is normally what give's people a fit (
causing those
exceptions) They forget to call a clear after the last render cycle and all kinds of madness takes hold and no one knows why! My point was the above approach would allow this to recover. And this is but one of MANY examples where this approach will save you hours of needles time wasted pouring over something that is trivial. You call it bad code practice, I call it covering every base.
No need to get riled up, if you would like to see it in action you can download the latest version of geonardo (
www.zepadev.net) and check it out first hand and load 1000 maps over and over and over and watch them load in under 3 seconds without skipping a beat (source code provided in the sdk).
Obviously a little Editor maker envy is at play here but I forgive you.

-Pat
ps: How's that LUA coming along?