Implemented a crude collision detection system

It first determines the X and Z collision planes based on the player X and Z * -1. 

If the object is in front of player X, the X collision plane is object X - a radius. If player X == edge X, player X is edge X * -1 + radius to stop movement right there.

if the object is behind of player X, the X collision plane is object X + radius. If player X == edge X, player X is edge X * -1 - radius to stop movement right there.

Colliding on X only works within the bounds of the object's Z, so player Z must be <= object Z + radius AND Player Z must be >= object Z - radius. This to prevent colliding with X on the whole Z axis.

The same goes for colliding on the Z faces of the object when inside the bounds of X.

Still have to implement colliding on Y ( bottom and top ) and set bounds on X and Z for that. Ugh .. I should have payed more attention in math class.