* Rework the texture mapping to use human logical indexes (top-down)
* Use a bigger texture
* Add stone blocks with ore
* Rework the generator to also split sectors vertically
* Create a noise module to handle octaves
* Use the new noise class
* Generate underground
* Make the code independant from the size of the section
* Speed up sectorize
* Create a world module for world model and sector
* Use the default world queue to register new sectors
* At start put the player on the summit
* Collide the player with the enclosure
* Add a get_focus_block
* Set sector size to 8
* Improve the world structure for dense maps
* Speed up exposed method
* Tune the visibility distance
* Create a single vertex list per section
* Use constances