- Texture mesh generation (far from optimized)
- Collision mesh generation (semi-optimized - only creates collision faces, that touch air blocks)
- Bad player raycasting (fails with rotated surfaces)
- Basic player physics - speed, acceleration, jumping, gravity
- Camera that targets player
Next milestones:
- Implement noise based generation
- Implement semi-infinite terrain
- Vertex displacement map for exposed edges on z0