protected override sealed void Initialize()
{
base.Initialize();
spriteBatch = new SpriteBatch(GraphicsDevice);
// Due to Monogame's stupidity, we have to create the spriteBatch here, and not in
// the most logical location (GameKernel's constructor OR even better, WE shouldn't
// have to create it at all), we have to initialize the render pipeline from here.
engine.InitializeRenderPipeline(spriteBatch, GraphicsDevice, graphics);
}