# world generation 1. world state "object" which will keep track of chunks to generate, to remove, to keep, those that are currently being generated in a thread pool. 2. parallelised creeping chunk generation in a radius. 3. removing of chunks when they go outside the radius. 4. interlinked chunks; each chunk should have a ptr to the 26 neighbor chunks or null. 5. world state linking and unlinking chunks automatically. 6. ambient occlusion spanning between chunks. 7. chunk loading, unloading, saving/loading from files; world state keeping track of chunks loaded and unloaded as well 8. generation of (LOD) simplified chunk models 9. generation of simplified chunks 10. separate LOD radiuses for different LOD levels 11. partial chunk loading and unloading. # directional light