public Entity[] GetEntitiesAt(Vector3Int Blockpos, float Radius)
        {
            List <Entity> toReturn = new List <Entity>();

            for (int i = 0; i < Entities.Count; i++)
            {
                if (Vector3Int.DistanceSquared(Entities[i].blockPosition, Blockpos) <= Radius * Radius)
                {
                    toReturn.Add(Entities[i]);
                }
            }
            return(toReturn.ToArray());
        }
        /// <summary>
        /// Sorts the Vector3Ints by distance
        /// </summary>
        /// <param name="a"></param>
        /// <param name="b"></param>
        /// <returns></returns>
        private int DistanceSorter(Vector3Int a, Vector3Int b)
        {
            float da = Vector3Int.DistanceSquared(a, playerChunk);
            float db = Vector3Int.DistanceSquared(b, playerChunk);

            if (da < db)
            {
                return(-1);
            }
            else if (da > db)
            {
                return(1);
            }
            return(0);
        }
        /// <summary>
        /// Sorts the Chunks by distance
        /// </summary>
        /// <param name="a"></param>
        /// <param name="b"></param>
        /// <returns></returns>
        private int ChunkDistanceSorter(Chunk a, Chunk b)
        {
            float da = Vector3Int.DistanceSquared(new Vector3Int(a.posX, a.posY, a.posZ), playerChunk);
            float db = Vector3Int.DistanceSquared(new Vector3Int(b.posX, b.posY, b.posZ), playerChunk);

            if (da < db)
            {
                return(-1);
            }
            else if (da > db)
            {
                return(1);
            }
            return(0);
        }