### Technical differences

* Lighting engine is based off original code, but is heavily modified, such as:
  * Before spreading point lights, potential rectangle is determined, to reduce required calculations
  * Lights are clasterized, and clusters are processed together, **on different threads** (multithreading)
  * Point lights are being spread along **both diagonals**, not only along left-right bottom-top diagonal (can be adjusted using "light quality" setting)
  * While overall performance is marginally better than original game, and scales up to any number of cores, efficiency of spreading algorithm is worse than original
* Chunk rendering is split into render regions, which size can be adjusted in settings
  * Increasing render region size will decrease CPU load when rendering world and increase GPU utilization efficiency, while hurting CPU performance on chunk updates, and vice versa
  * Render region size themselves align with world borders, so 3000x2000 world would have 30x25 sized render regions