- **Async geometry loading** - currently, geometry is loaded synchronously, which seems like the main performance bottleneck ; see [AsyncAssetLoading.md](AsyncAssetLoading.md) ;
- Unloading assets - need to keep track of references to loaded assets (meshes, textures) ; need ability to release references ; when a certain asset is no longer referenced, it can be unloaded ;
- Unload distant parts of the world - first need a better Cell system, which will tell which divisions are close and which are not ; unloading includes releasing reference to meshes, textures, materials, collision models ;
- Breakable objects - they should have a separate class which inherits MapObject ; spawn networked object with rigid body, when hit with enough force ;