ghostie is now single threaded again. the render thread/game thread was a bad idea, and added a ton of complexity without much benefit at all. the overhead of syncing between the two threads is probably twice as bad as just doing everything in one big loop. it was nice to have the render thread remain responsive when the game thread was completely choppy, but hoestly if the game thread is choppy youve got bigger problems than user input.

the next time ghostie does threading, itll be splitting up work into distinct tasks and running them via a thread pool (lparallel, looking at you).
removing a bunch of cruft, updating read me a bit, trying to figure out wth is going on with chipmunk, seems to be throwing infinity everywhere when two static objects collide, making the entire simulation wig out. need to work around it or figure out whats causing it somehow.