physics, parser: abstract object indices, spherical random distribution

This makes it really easy to split the object by whatever condition you want into the threads. Area, position, etc, etc. I'll look into what condition to implement first. So that then I'll be able to easily take advantage of the distribution by threads to reduce computataion time. I also need to get better spheres. By switching to full OpenGL I can use the depricated immediate mode to draw a perfect sphere real fast. Doing it with arrays is a different story though. And I need to figure out how to make normals in shaders to use lightning.