Terrain is now being scaled to give the impression of a larger landscape.
Some minor optimisations made in terms of reducing the amount of data being sent to the GPU per frame - still lots that could be done here though (e.g. using textures to pass arrays of data / rendering elevation maps to textures in one pass as opposed to dynamically per-vertex).
Set a fixed resolution for the canvas (16:9 aspect) instead of scaling the size of the drawing buffer with the window, which significantly impacted performance. Will add a fullwindow/screen toggle later.
Locked off camera elevation from player control.