Refactor physics integration and implement Node3d synchronization

  • Centralize Jolt body management within the Node3d base class.
  • Implement a dirty-flag system in Scene for efficient transform synchronization between Node3d and the physics engine.
  • Add a Visibility physics layer to support future frustum culling.
  • Refactor Player, Mob, Mesh, Loot, and Particle nodes to utilize the centralized physics synchronization.
  • Update gameplay.json to include isStatic flags for relevant nodes.

I’m taking a more structured approach to the frustum culling task. I’m refactoring the physics setup to get rid of the chaos and make it more manageable.

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