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: 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).
  
negative.code: It also includes a vector of peers for mesh pointers that should be
  uninitialized before the OpenGL is uninitialized.
  
  NOTE: The default shader is not really important anymore, so we can probably
  remove that.
  
  === Server
  Includes physics, map and player related stuff. These all are things that might
  have to be networked in the future.
  
  NOTE: How can we abstract the physics in such a way that would allow it to be
  networked or implemented asynchronously.
  
  === Scene
  
  