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crimsonengine's Issues

Debug Renderers

We need renderers for lines, boxes, circles, and rays to aid with debugging.

Determine Camera Occlusion From All Renderers

Currently, only the first renderer attached to a GameObject determines whether the object receives a draw call; we should be able to perform this check for all renderers and if one of them is in view, send a draw call to that specific renderer. Maybe move the occlusion code to the GameObject Draw method?

Physics Triggers

Physics rigidbodies should be able to be marked as triggers, which will not collide, but only send trigger event messages.

Physics MovePosition

Rigidbodies need a function MovePosition that:

Moves the rigidbody to the specified position by calculating the appropriate linear velocity required to move the rigidbody to that position during the next physics update. During the move, neither gravity or linear drag will affect the body. This causes the object to rapidly move from the existing position, through the world, to the specified position.

Camera Culling

  1. Renderers should have bounds associated with them.
  2. If the bounds are entirely outside of the camera's view, they should not have a draw call made.

Shadow-Casting

Light sources should be be blocked by shadow-casting game objects.

Physics

We need components for different collision types:

  • Box
  • Circle
  • Polygon
  • Per-pixel

In addition, we need a rigidbody component that handles physics interactions.

Particle System

There should be a particle effect component that allows for efficient rendering and computation of particles, including rudimentary collision (using points)

Lighting

Use light sources to shade normal-mapped sprites on the screen.

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