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- [ ] Develop a web-based tool (`tools/editor`) for creating and editing `.spec` files visually.
- [ ] The tool should support generating `.spec` files from elementary shapes (lines, curves) for extreme compression.
- **Task #18: 3D System Enhancements**
- - [ ] **Visual Debug Mode**: Implement a debug overlay (removable with `STRIP_ALL`) to render wireframe bounding volumes, object trajectories, and light source representations.
+- **Visual Debug Mode**: Implement a debug overlay (removable with `STRIP_ALL`) that includes:
+ - Wireframe bounding volumes (boxes, spheres, etc.)
+ - Object and camera trajectories
+ - Collision points visualization
+ - Interactive ray/object intersection visualization
+ - Light sources (direction, cone) and their shadow maps (3D and on-screen 2D).
- [ ] **Blender Exporter**: Create a tool to convert simple Blender scenes into the demo's internal asset format.
- [ ] **GPU BVH & Shadows**: Implement a GPU-based Bounding Volume Hierarchy (BVH) to optimize scene queries (shadows, AO) from the shader, replacing the current O(N) loop.
- [ ] **Texture and binding groups**: currently we can only bind one texture. Support arbitrary number of textures / binding in a sane way. Avoid immediate 'hacks' and 'fixes'