create me a video game that is a simple vehicle sandbox in the C++ programming language. The player should be able to control the vehicle in the physics sandbox. The vehicle should drive around a simple world with basic terrain. The player view should be 3rd person. For input, output, & video use SDL2. The player should be able to control the vehicle using the W A S D keys to drive. audio is not required in the output program. Use the ENTT entity component system for the mechanics of the video game. Use the Bullet Physics engine for all physics simulation including collision detection. Be sure and properly integrate ENTT with Bullet Physics. This video game should be complete, functional and ready to play after being compiled. To avoid generating large amounts of output, prefer to use well tested libraries for functionality when possible. There should not be any skeletons, pseudo code, or incomplete code. Be sure and create a video game that is ready to play. When it is necessary to use assets for sound, geometry, textures and other resources avoid generating large amounts of output. Instead provide hyperlinks to locations where these assets can be downloaded by me. Make sure the hyperlinks actually work. In order to avoid generating large amounts of output do not generate a build system. I will determine the best method to compile this software on my own. output a single c++ file. do not use any obsolete or deprecated APIs. make sure to use libraries where possible to implement things instead of generating large amounts of code the graphics should be 3D. Use a ray tracing implementation in software to render all graphics. Do not use advanced techniques like lighting, global illumination, anti alasing. The program should use NEON instructions for the ARM architecture to accelerate the software raytracing. Be sure and use GCC intrinsics to access the NEON instructions. The architecture is aarch64 so use all NEON instructions for vectorization where possible. be sure and use vectorized intersections. use a vectorized (batch-of-4) NEON-accelerated intersection kernel instead of scalar per-pixel intersection loops. do not use advanced techniques like BVH The vehicle should be a rectangular box that is rendered from triangular geometry. do not use a pure axis aligned bounding box for rendering the vehicle as it does not produce the correct result The gameplay area should include spheres that interact with the vehicle as part of collisions. The gameplay area should be rendered with a basic checkerboard pattern. --- After that Copilot decided to generate a bunch of files so I replied with: generate a complete single file program again for me with that correction --- After that I added this request: add basic shading to spheres and the vehicle geometry to give the appearnce of a single light source. generate a single file for me again