# 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 animated textures by either - making literally everything animated - somehow passing extra info to shader limit vertical camera rotations update libraries like raylib # future tasks implement chunk meshing cache to reduce delay on block placement investigate binary/SIMD meshing for performance