wow this idea is very interesting!
as i never used blit_into before, i would have never come to this
idea!

and yes, all animations are synchronous.

so this solves many issues.
with this method i would only need as much space as for storing one
single frame of each object.
as my previous benchmarks show - even large maps will fit into my
limited memory resources when not loading additional animation frames
too.
So i also dont have to use add()/delete() anymore because i can have
all vertex lists show up every time and only resizing them as
necessary.

i also dont have to do resizing or changing the texture region on
animation anymore (no touching of the batch as far as i understand it
- which is good) because i will only blit_into the texture and the
result will be drawn automatically on the next frame.

now i only hope for blit_into being fast enough for this. i only have
to find out how to implement this best as blitting into a texture this
is new to me.
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