use existing BVH/Octree implementation and update it to update dynamically
must be done in a way as to not effect framerate
tree building optimizations needed (morton codes?)
be able to know if it can skip an updating if no entities have moved
investigate moving this to the GPU??
Stretch Goal:
eliminate recursion and use a stack based algorithm to avoid possible stack explosions and simplify thinking about the code, probably not that difficult to do, but would take some thinking about to make the conversion
Scene System (#21)
Features:
Stretch Goal: