cervus
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:video_game: tiny WebGL 3d game engine
The `Render` component should expose a method to calculate the bounding box of the entity. It might make sense to abstract this operation so that Colliders can also calculate _their_...
Right now **cervus** uses only the `box` collider in the `RigidBody` component (PR #118), but @chandlerprall's GoblinPhysics engine (the one we're using in our `rb`) has a built in support...
Since basically every 3d software can export FBX format, let's use it in Cervus as well. The `MORPH` component could probably be used in here, but further research is required...
Let's find a way to render multiple cameras to different parts of the screen. This way it will be easy to implement minimaps, VR rendering, etc.
Keep in mind that each component keeps a reference to an Entity it's assigned to, and this Entity has map of components, so standard `deepCloning` won't work here. Related issues:...
It would be nice to have an ability to save the current game state as JSON, and then build the game using this JSON. Related issues: - https://github.com/michalbe/cervus/issues/76
Casting rays is something that could be used in collision detection, or mouseclicks on elements. [Docs](http://www.opengl-tutorial.org/miscellaneous/clicking-on-objects/picking-with-custom-ray-obb-function/) 
I mean, fix them, they're broken as hell right now...
Right now it's in milliseconds. Which requires us to do a lot of `/ 1000` everywhere.
- [docs](https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/createVertexArray)