static int sv_debugcam = 0;
static int lightedit = 0;
static int sv_scene = 0;
+static int cl_ui = 1;
/* Components */
-//#define SR_NETWORKED
+#define SR_NETWORKED
/* uncomment this to run the game without any graphics being drawn */
//#define SR_NETWORK_TEST
int main( int argc, char *argv[] )
{
+ highscores_init( 2000, 50 );
vg_init( argc, argv, "Voyager Game Engine" );
}
.persistent = 1
});
+ vg_convar_push( (struct vg_convar){
+ .name = "cl_ui",
+ .data = &cl_ui,
+ .data_type = k_convar_dtype_i32,
+ .opt_i32 = { .min=0, .max=1, .clamp=1 },
+ .persistent = 1
+ });
+
vg_convar_push( (struct vg_convar){
.name = "walk_speed",
.data = &k_walkspeed,
.persistent = 1
});
+ vg_convar_push( (struct vg_convar){
+ .name = "run_speed",
+ .data = &k_runspeed,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 1
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "walk_accel",
+ .data = &k_walk_accel,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 1
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "rd_floaty",
+ .data = &k_ragdoll_floatyiness,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 1
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "rd_floatd",
+ .data = &k_ragdoll_floatydrag,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 1
+ });
+
vg_convar_push( (struct vg_convar){
.name = "dt",
.data = &ktimestep,
vg_tex2d_free( texture_list, vg_list_size(texture_list) );
/* TODO: THE REST OF THE GOD DAMN FREEING STUFF */
steam_end();
+
+ highscores_serialize_all();
+ highscores_free();
}
void vg_update(void)
/*
* Draw world
*/
+
+ int draw_solid = player.is_dead | freecam;
- draw_player();
render_world( vg_pv, player.camera );
+ if( draw_solid )
+ draw_player();
render_water_texture( player.camera );
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
else
glClear( GL_COLOR_BUFFER_BIT );
- if( !player.is_dead )
+ if( !draw_solid )
{
m4x4_projection( vg_pv, gpipeline.fov,
(float)vg_window_x / (float)vg_window_y,
0.01f, 600.0f );
m4x4_mul( vg_pv, world_4x4, vg_pv );
+ draw_player();
}
- //draw_player();
/* Draw back in the background
*
}
//glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
- render_world_routes_ui();
+ if( cl_ui )
+ {
+ render_world_routes_ui();
+ }
//glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+
+ audio_debug_soundscapes();
+ world_audio_debug();
#if 0
static double last_b_press = 0.0;