perhaps we'll try something else -_-

a grid based approach seems interesting. honestly implementing a quad
tree to respond how i'd like is way worse than a grid, i think.
and a grid in theory sounds better, lots of room for optimizations
that I can think of at least.
collision map/grid based map compiles
cleanup
initial implementation of entity rendering now, mostly a dupe of char

rendering, and implement a lot of things like entity spritesheet loading
etc. now time to make an entity sheet that contains a torch sprite,
so that i can render that puppy
check out my crappy torch!