bool World::Intersection(const Entity &e) {
AABB box = e.Bounds();
glm::mat4 M = e.Transform(player->ChunkCoords());
+ // TODO: this only needs to check the chunks surrounding the entity's chunk position
+ // need find out if that is quicker than the rough chunk bounds test
for (Chunk &cur_chunk : chunks.Loaded()) {
if (cur_chunk.Intersection(box, M, cur_chunk.Transform(player->ChunkCoords()))) {
return true;