<commit_before>[EDITOR][GAMEPLAY]
1. Add support for auto-resize buffers based on window size
	- when the window is resized a event is sent to the Game World
	- the game decides how to use this information

[DEBUG]
1. Create a generic DebugViewPanel
	- add support for object registering
		- objects decides what when and where to bind information
		- channels based approach for textures binding

[EDITOR][DEBUG][GAMEPLAY]
1. Add support for multiple cameras
	- manager for cameras
	- key bindings for activating each cameras
		- something like CTRL + SHIFT + CAMERA_NUMBER (0 - 9)
		- 10 cameras should be more than enough

[EDITOR][GAMEPLAY]
1. Implement an object picking mechanism 
	- based on unique color for perfect selection

[ENGINE][GENERAL]
1. Rendering features and techniques handled by the engine not the game
	- lighting, shadows, ambient occlusion
	- forward/deferred rendering
	- automatic scene management/culling
	- game loop must be used only for gameplay logic and mechanics

2. Create the [GAME EDITOR]
	- use QT
	
3. Improve game menu with additional menu types
	- sliders/drop-downs/etc
	- see the Menu.xml file

4. Move MenuSystem from Game to Engine

[ENGINE][PHYSICS]
1. Swap Havok Physics with Nvidia Physics<commit_msg>Update TODO.txt<commit_after>[EDITOR][GAMEPLAY]
1. Add support for auto-resize buffers based on window size
	- when the window is resized a event is sent to the Game World
	- the game decides how to use this information

[DEBUG]
1. Create a generic DebugViewPanel
	- add support for object registering
		- objects decides what when and where to bind information
		- channels based approach for textures binding

[EDITOR][DEBUG][GAMEPLAY]
1. Add support for multiple cameras
	- manager for cameras
	- key bindings for activating each cameras
		- something like CTRL + SHIFT + CAMERA_NUMBER (0 - 9)
		- 10 cameras should be more than enough

[EDITOR][GAMEPLAY]
1. Implement an object picking mechanism 
	- based on unique color for perfect selection

[ENGINE][GENERAL]
1. Rendering features and techniques handled by the engine not the game
	- lighting, shadows, ambient occlusion
	- forward/deferred rendering
	- automatic scene management/culling
	- game loop must be used only for gameplay logic and mechanics

2. Create the [GAME EDITOR]
	- use QT
	
3. Improve game menu with additional menu types
	- sliders/drop-downs/etc
	- see the Menu.xml file

4. Move MenuSystem from Game to Engine

5. Generic key-binding based on actions
	- use actions for keyboard and mouse events
	- keyboard/mouse -> action -> update registered action

[ENGINE][PHYSICS]
1. Swap Havok Physics with Nvidia Physics
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