reorganize Terrain/PhysicsWorld/GameState/Engine to use NetworkClientConnect, and hence handle the connection process asynchronously, and finally properly implement receiving the terrain data from the server
In texture generation is used random fractal terrain generation algorithm
[http://www.gameprogrammer.com/fractal.html].
In 1 dimension algorithm starts with one straight line. Then it affects to that
line's midpoint with some random multiplied with H-value. After those first steps
it simply calls itself to both parts of line changing H-value smaller.
Two dimensional version (programmed to the code) needs step for point's between
last density and step diagonal to last density's points, otherwise quite similar
to 1 dimensional version.
Version of algorithm in our code is decided to be coded as iterative.