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.