

- Change Entity to no longer have COM, just throw things at the root and create an Info component.
- Transform is going to be a Data Structure now to make life ezer when dealing with kinematric and heirarchy


Transform
.pos
.rot
.scl
.add()
.set()

Entity
.Info[ name ]
.Node[ local, world, level, parent, child, parentModified, isModified ]
.Draw[ matrix, vao, mode, material ]



Fungi
	Core
	- Fungi.js
	- gl.js
	- Fbo.js
	- Ubo.js
	- Vao.js
	- Shader.js
	- RenderLoop.js
	- DynamicBuffer.js
	- render_test.html
	
	Engine
	  components
	  - Node.js
	  - Draw.js
	  - Camera.js
	  - Movement.js
	  system
	  - Node.js
	  - Draw.js
	  - Movement.js
	  - Render.js
	  - DynamicVaoSystem.js
	- Ecs.js
	- Debug.js
	- Page.js ??? Api, App Replacement

	Math
	- Transform.js
	- Maths.js
	- Vec2.js
	- Vec3.js
	- Axis.js
	- Quat.js
	- Mat4.js

	Extra
	  primatives
	    - Cube
	    - Sphere
	    - Wedge
	  - Downloader.js
	  - InputTracker.js
	  - Geometry.js
	  - Loader.js

Fungi.Misc
- Curves.js
- TestingMovement.js
- Timing.js
- NoiseCycle.js
- GamepadTracker.js

Fungi.Armature
  shaders
  - Preview
- DualQuat.js
- Axis.js
- IKChain.js
- IKChainSolver.js
- Armature.js
- ArmatureSystem.js
- ArmaturePreview.js

