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 = "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)
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;