(block) lighting
- light levels are roughtly implemented. the shader has to be
- adjusted so they actually have an impact on the resulting color
+ 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?
gravity
maybe divide into biomes and add special features like
settlements, ruins, all kinds of interesting stuff
+
+entity/world collision
+
+ 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