Originally Posted by: internetfreak 
Benjamin, what does that mean? Does the Renderer not exist in that form anymore like it is now with the next release? Back in the earlier days, where 0.9.5 was still good, we could use Material2D.Draw to draw the image. Does this return or what it going on? I need to know because then I will suspend working on my project a little bit more (I'm currently at the very beginning of the project so I can change almost everything and I don't want to use code which is not useful anymore if I can have the new code in a few days :) )
Well, there is just no more thing like the Renderer, Renderables or even Sprites. Everthing is just an Entity now and you can dynamically extend its features and handling at any point in the code or editor.
It is still possible to use a "Sprite" class (which is just an Entity that has all common features like the old Sprite class) and don't care about how the underlying system works, but the recommended way is to use entities yourself in your game and share entity handlers between libraries and games. Even in our few sample games we notices many overlaps and by sharing some code, tons of code could be removed and simplified. This is obviously an ongoing process and the Game Jam in a week will be the first time people are going to use the new system.
Originally Posted by: internetfreak 
@codesmith
Afaik Delta uses already sorting so use Renderer.Add for now to add your sprite to the list. The Sprite should have a property called "RenderLayer" or something like that where you can control the order of the sprites but without that, delta automatically sorts the sprites so it doesn't have to switch textures as often as unsorted (changing textures is very expensive regarding performance so delta will optimize it as much as possible. Just wait 1-2 weeks, you will see more and more how delta works because when the content server is ready, it will also optimize your textures and other stuff)
True, Renderer.Add will put them in a list and you can control the render order via the DrawLayer property of each Renderable (e.g. a Sprite). This is similar with the new entity system, but some steps are not longer needed.
The point Internetfreak is making is very important because we want to encourage writing code as simple, quick and clean as possible and don't having to worry about performance impact so much. Instead we will try to optimize away many things you as a game programmer might not be aware of (e.g. how on iOS draw calls need to be reduced to an absolute minimum, while on Android other things are more important).