I can mess with TIME!!!!

Basically integrable stuff works, the whole time rate change thing is
working
added a pause button
Time stuff

Entities now have creation, invisibility, and destruction times
Main time stuff has been moved into game, still working on efficient
data structure for storing entities.
Added Thread.Yield() to the time burning loops, I think it helped the
frame rate slightly (by about 600 entities) (before the frame rate
starts to drop)
AdvancedEntityManager is beginning to bear fruit

Removed the deletion of Entities. We're using EntityManagers to control
which entities are processed at any given time. AdvancedEntityManager
remembers creation and deletion events effectively and can quickly pick
out the events between two time periods using LayeredLinkedList
Mostly working fine, Strange exponential growth of entities
Basically working, added a check to see if something has already been added

Fixed the exponential growth problem, though something tells me
efficiency would be improved if I could figure out where that was coming
from

Added extra security on deletes by creating a tolerance which gives it a
broader range. Probs decreases fr.