# current tasks
yoink implementation of mesh into meshes.zig so i could modify it to add ambient occlusion vars
implement ambient occlusion either
 - via passing extra info to shader (can use 132 bits to indicate what tiles around the quad are obsuring light. need to pass as an extra variable)
implement animations (smooth or minecraft like), random orientation/mirroring, metallicity (shine on edges)
implement second layer of textures on top of first one for more details
limit vertical camera rotations

# future tasks
implement chunk meshing cache to reduce delay on block placement 
investigate binary/SIMD meshing for performance
