Basic Idea
==========
Use an overlay grid for space partitioning vertex indices:
0 1 2 3 4 5
0 +-----+-----+-----+-----+-----+
| | | | | |
1 +-----+-----+-----+-----+-----+
| | | * | | |
2 +-----+-----+-----+-----+-----+
| | | * | * * | |
3 +-----+-----+-----+-----+-----+
| | a | * | * | |
4 +-----+-----+-----+-----+-----+
| | | | | |
5 +-----+-----+-----+-----+-----+
buckets = size / pdist ?
Where *'s are indices to the corresponding vertex. We'll need to save
height in memory so that collision can reference the heights.