Chunk management has a rudimentary outline
Options annotations have been added (much work needs to be done, but the
start is looking good)

...gvengine.core.options
+ Option - annotation used by all options
 + screenName() - the screen the option will be displayed on
 + description() - the option's description (displayed to user)
 + x() - the x position on the screen
 + y() - the y position on the screen
+ SliderOption - annotation denoting the use of a slider to set the
option
 + minimum() - the minimum value of the slider (default 0)
 + maximum() - the maximum value of the slider (default 100)
+ ToggleOption - annotation denoting the user of a button that cycles
through an enum of objects for it's option
 + options() - the enum's class for the possible options
+ OptionFinder() - loads annotations (and will eventually perform
actions based on them)
 + loadOptions() - loads classes with annotated fields as options

...gvengine.core
> VertexBufferObject - added javadoc to the "adder" methods

...gvengine.tests
> ChunkTester - loads options first

...gvengine
+ ChunkManager - manages chunks
  + ChunkLimit - slider option, imposes artificial limit to chunk
options per frame
  + update(Camera) - calls the other update methods
  + loadChunks() - loads chunks (max ChunkLimit/Frame)
  + rebuildChunks() - rebuilds chunks (max ChunkLimit/Frame)
  + unloadChunks() - unloads chunks (max ChunkLimit/Frame)
> Chunk - added loading and unloading (NYI)
  + load() - loads the chunk's voxel data
  + unload() - unloads the chunk's data from OpenGL
  + save() - will save the chunk to the correct file