Fixed playback speed on scene view

- Fixed playback speed on scene view, now it'll interpolate the movement between the suposed frames (although the character always tries to move towards the next position, which makes turns to look wrong. I came up with one thousand bad solutions, but none yet were good)
Initial design of the playable experience

- It's on the initial design, I've rewritten this about 2 times before coming to this conclusion. It still has flaws, specially since the experience can't run forever since the precomputation doesn't go towards infinity. To solve this, or we would need to get outside the idea of discretized space, or to keep calculating batchs of work in a separated thread (which again can be non-trivial to implement). Another possible way to 'solve' this is to set the stepsize on the precomputation to be a high value (i.e. 0.5) and set the time samples to something big (i.e. 10k). That would give us 5000 seconds of simulation time before rewinding the level to the beginning.

* Forgot to push