linka nd include chipmunk physics
no need for sdl mixer anymore
remove corresponding .cmake file.
showcase how to create 1 static body and n shapes attached to it
finally incorporate, in a very cludgy way, to get around the fact that

C doesn't like C++ at all and dealing with its callbacks.
comment crap out...
fix coutn of tiles in viewport, prepare for chipmunk debug rendering..
attempt at mutex hell..
begin process of reinstating physics renderer facilities, not working yet
convert solidcircledrawing to (hopefully) work with cp
woot, getting back to its old state now with the physics renderer

turns out i stupidly changed things to GL_DOUBLE...
circle rendering works great
port ActiveChunk to cp
stop deleting the chunks for now, causes crash because i'm doing it wrong
fix threading issues with physics renderer

however, this means that when physics rendering is enabled, that the
renderer (client) thread will wait on the server thread. Since they aren't
necessarily in sync, it ends up creating a bit of lag. and it indeed means
that rendering so many objects can slow it down, and thus the server has
to wait on the client thread.

i suppose this isn't a big deal since it's just for debug, but it kinda
annoys me. going to see what i can do to help it.
only push the physics debug renderer geometry every 5 seconds or so
more cp porintg and b2 removal, player now has cp body and shape

jumping "happens", but doesn't check jump contacts since we have no
sensors implemented yet.

for some reason the renderer seems to render circles much larger than they
are. i'm not sure if it's the renderer or not, though.
fix physics renderer rendering circles 4 times larger

debug statements will be the end of me, i'm telling you..
reinstate (poorly) x player movement. it ends up tunneling through tiles

though, so it seems to need some changes from box2d to cp..
fix shape count in debug menu