private CogitaGameInstance()
        {
            Logger.Data("Game Instance Created");

            Map = new Map();

            for (double x = -50; x <= 50; x++)
            {
                for (double z = -50; z <= 50; z++)
                {
                    var height = ((x * x) + (z * z)) / 256.0;

                    Map.SetBlock((long)x,
                        (long)height,
                        (long)z,
                        BrickTypeEnum.Stone);
                    Map.SetBlock((long)x,
                       (long)height-1,
                       (long)z,
                       BrickTypeEnum.Stone);

                   Map.SetBlock((long)x, (long)32, (long)z, BrickTypeEnum.Oil);
                }
            }

            MapCursor = new MapCursor(Map, 0, 0, 0);

            Player = new Player(0, 16, 0, 0, 0);
        }
        private static void ProcessKeyPresses(GameWindow w, Player player)
        {
            bool isMoving = false;

            var kstate = OpenTK.Input.Keyboard.GetState();

            if (kstate[OpenTK.Input.Key.Q])
            {
                player.Yaw -= 1.25;
            }

            if (kstate[OpenTK.Input.Key.Space] && Math.Abs(player.VY) < 0.25 && player.CanJump)
            {
                player.VY += 5;
                player.CanJump = false;
            }

            if (kstate[OpenTK.Input.Key.E])
            {
                player.Yaw += 1.25;
            }

            if (kstate[OpenTK.Input.Key.D])
            {
                player.Move(player.Yaw, 9);
                isMoving = true;
            }

            if (kstate[OpenTK.Input.Key.A])
            {
                player.Move(player.Yaw + 180, 4);
                isMoving = true;
            }

            if (kstate[OpenTK.Input.Key.S])
            {
                player.Move(player.Yaw + 90, 4);
                isMoving = true;
            }

            if (kstate[OpenTK.Input.Key.W])
            {
                player.Move(player.Yaw - 90, 9);
                isMoving = true;
            }

            if (isMoving)
                player.Y += 0.025;
        }