add box2d cmake goodies
using C++11's high precision clock, and threading, fixed timestep

is now implemented, and it sleeps the excess off
box2d world...
rm that
create the b2 world and ground boxy, and setup some pixels to meters

converters
cleanup debug msgs a bit
attempt to set the grounbox in pixels
y coordinates are in the right plane now.
fully use pixels to meters now
position a bit closer to reality.
start of merging the box2d body and def into the entities
hack of getting player's position to abide by gravity, timestep is

very slow to ease debugging as well. for some reason the y position increases
but on-screen he goes up..that doesn't make sense, because i thought
it was the other way around..will have to verify. i wouldn't have
*thoguht* it'd be a renderer bug...
oops nevermind, turns out it was working just fine.
move the ground body up for now. this is only a temporary thing

anyways, until i get blocks acting as bodies
add stub for box2d debug renderer interface

can only work only with a client-hosted server, as intended. maybe
there will be a need for clients to know about it, for even better debugging,
if i run into obscure physics->renderer issues...or physics->network
issues. but until then, this will do.
set flags to the phys renderer
debug renderer infrastructure is now up, just need to actually

implement it.
move the debug renderer actually into the client, still requires a bit

of world->server->client indirection, but better. and the client thread
now renders it which was our previous issue.
begin attempting to use programmable pipeline for the box2d debug renderer
compiles and runs..nothign shown yet, phys renderer is far from working