anchor.diff:  
   [NOTE]
   ====
  -TODO: Putting the mesh cache here is a bit strange. I believe it was put there because
  -the server needed to load the map from a .obj, and it naturally would benefit
  -from a mesh cache. Investigate as to how it could be moved into the Client
  -struct.
  +Putting the mesh cache here is a bit strange. I believe it was put there
  +because the server needed to load the map from a .obj, and it naturally would
  +benefit from a mesh cache. Investigate as to how it could be moved into the
  +Client struct.
   
   The audio driver could also probably be put in the client.
   ====
  
positive.code: a good user interface library that can easily render a image / crosshair to the
  center of the screen.
  
  [NOTE]
  ====
  The camera switching functionality is probably broken due to the way
  redc_scene_step modifies the active camera when there is an active player.
  ====
  
  === Map
  
  
negative.code: important to note that the Scene_Event_Visitor does *not* initialize the map
  render component, because that would be weird if there were multiple scenes.
  
  NOTE: Currently the gravity value and spawns are not being properly used.
  (Gravity is set by default to 9.81 m/s^2).
  
  === Player_Controller
  Stores player state (walking, jumping, grappling, etc).
  