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- Switching to semi-chunk mesh rendering just 100x the framerate, it was
running at around 100fps for 3 CHUNK_DISTANCE, and pushing it above
would make it drop to 30. Now it runs at 9000 frames per second with
CHUNK_DISTANCE of 8, probably can push it even more
- What is bizarre is this is just from the reduction in draw calls,
I still need to implement face culling for invisible blocks (simple)
and frustrum culling (using AABB) or maybe octrees
- Block is way way more simplifed, it's just metadata about a coordinate
in the chunk block array
- All rendering and mesh generation code is handled by chunks. There is
a VAO, single VBO and EBO for each chunk. The data buffer is loaded
into the GPU with a chunk_load, and it stays like that until it is
loaded again. chunk_load is called if we move chunks, in
engine_update. Here we unload existing chunks, then load the new ones
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