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Create a physics engine struct

Create a structure that handles physics. It should map entities in hecs to pairs of optional Colliders and Rigidbody, support for running steps in the pipelines and support for iterating through entities with physics values

Create approximation when rendering

Pass the percentage between physics updates in which the render is happening as a parameter to the rendering engine, and during rendering adjust the position of objects based on that percentage and their velocity.

Add physics engine to `World`

Modify World to have a physics engine. It should support adding a collider with the scalable shape to an entity, add a rigid body to an entity, before performing update it should rescale shapes that need rescaling, and after updates it should update the transform of entities

Create example of physics

Create a new example that mimics the main example of rapier (i.e. a ball bouncing against a floor) but in a graphical setting using the rest of the engine.

Add scaled shape

Create a new trait that represents a Shape that has the scaled property. It returns Either<TheShape, ConvexPolyedron>. We don't need to support all shapes just yet.

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