Michał Budzyński
Michał Budzyński
We can add entities to other entities with `Entity.add`, but there's no way of removing them.
This can be easily achieved by replicating the polygon's normal in each vertex (preferably in `fragment shader`).
Right now, with one `ubershader`, even if some logic isn't used in the game, it's `GLSL` part will still be included in the build.
Right now **cervus** + Goblin are together ~33kb, what means Goblin itself weights about 26kb. Some of the functionalities are duplicated (for instance matrix operations), also it would be nice...
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/) 