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:video_game: tiny WebGL 3d game engine

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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...

feature

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...

feature
MUSTHAVE!1!!

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.

feature

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:...

feature

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

feature

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/) ![screen shot 2017-09-30 at 18 03 01](https://user-images.githubusercontent.com/347657/31047369-a24a000c-a609-11e7-9cf9-e8d1f4961afd.png)

feature
MUSTHAVE!1!!

I mean, fix them, they're broken as hell right now...

feature
MUSTHAVE!1!!

Right now it's in milliseconds. Which requires us to do a lot of `/ 1000` everywhere.

let's think about this later

- [docs](https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/createVertexArray)

improvement