DONE:
- Implement idle orbit thing using the rotation in the level editor camera. (Cool transition effect?)
- Level editor camera movement complete.

TODO:
- Level format (just a hash map?). Store a matrix so that we can rotate and maybe scale blocks. Scaling will cause problems with RDM, so figure that out.
- Trile color textures.
- Sun lighting and shadowmap for levels.
- A ground plane with customizable material (ground or water or maybe a reflective floor. Think about what part of this should be done with triles and what with textures.)
- Sky editor and passing to shader.
- Level saving
- Trile atlas saving? JSON?

PLANNED:
- Render distance, sky and fog?
- Load RDMs. Load into the Trile_GFX structure?
- Render RDMs.
- Start working on game port for proof of concept.
- Maybe port tacoma in as a part of the engine in plain Vulkan without nvpro. Would also allow for cool ability to render levels as path traced for screenshots and references.
- Improve the bz4x format, or figure out a pre-existing format.
