(block) lighting
- light levels are roughtly implemented. the shader has to be
- adjusted so they actually have an impact on the resulting color
-
- there seems to be a bug with propagating light across chunk borders
+ occlusion/neighbor light mixing is implemented, but still linear
+ this could be solved by using a pre-interpolated light texture and
+ mapping light levels to coordinates on that
also: how could block light affect entity lighting?
entities should be stopped from entering solid parts of the world
+ also, current ray/obb intersection test sucks
+
better noise
current simplex noise implementation repeats itself pretty quickly