void applyAcceleration(Entity e, float deltaTime)
    {
        AccelerationComponent acceleration = e.acceleration;
        VelocityComponent velocity = e.velocity;

        acceleration.x = getAcceleration(acceleration.x, acceleration.frictionX, deltaTime);
        acceleration.y = getAcceleration(acceleration.y, acceleration.frictionY, deltaTime);

        velocity.vel += new Vector2(acceleration.x * deltaTime, acceleration.y * deltaTime);

        if (acceleration.stopNearZero) { // todo
            int count = 0;
            if (Mathf.Abs(velocity.vel.x) < EPSILON) {
                velocity.vel.x = 0.0f;
                count++;
            }
            if (Mathf.Abs(velocity.vel.y) < EPSILON) {
                velocity.vel.y = 0.0f;
                count++;
            }
            if (count == 2) {
                e.RemoveAcceleration();
            }
        }
    }