// our box is oriented for -Z velocity
obstacle_transform = glm::mat4(find_rotation(glm::vec3(0.0f, 0.0f, -1.0f), e.Heading()));
// and positioned relative to the entity's chunk
// our box is oriented for -Z velocity
obstacle_transform = glm::mat4(find_rotation(glm::vec3(0.0f, 0.0f, -1.0f), e.Heading()));
// and positioned relative to the entity's chunk