fixed invalid reads / some bugs
[fishladder.git] / fishladder.c
index f6dc1e9d74d5c8ec8c62ba4ee65be49c96136fa7..52752d53905032b2627f180f36d1d85ec861479d 100644 (file)
 
 //#define VG_STEAM
 #include "vg/vg.h"
+#include "fishladder_resources.h"
 
-#define CELL_SHEET_X 512
-#define CELL_SHEET_Y 512
-
-SHADER_DEFINE( colour_shader, 
-
-       // VERTEX
-       "layout (location=0) in vec2 a_co;"
-       "uniform mat4 uPv;"
-       "uniform mat4 uMdl;"
-       ""
-       "void main()"
-       "{"
-       "  vec4 vert_pos = uPv * uMdl * vec4( a_co.x, 0.0, a_co.y, 1.0 );"
-       "  gl_Position = vert_pos;"
-       "}",
-       
-       // FRAGMENT
-       "out vec4 FragColor;"
-       "uniform vec4 uColour;"
-       ""
-       "void main()"
-       "{"
-       "  FragColor = uColour;"
-       "}"
-       ,
-       UNIFORMS({ "uPv", "uMdl", "uColour" })
-)
-
-SHADER_DEFINE( tilemap_shader,
-       
-       // VERTEX
-       "layout (location=0) in vec2 a_co;"                     // XY 
-       "layout (location=1) in vec2 a_offset;" // XY offset
-       "layout (location=2) in vec4 a_data;"           // atlas-uv, amt, other
-       "uniform mat4 uPv;"
-       "uniform vec2 uOrigin;"
-       ""
-       "out vec4 aCoords;"
-       ""
-       "void main()"
-       "{"
-               "vec2 world_coord = a_co+a_offset+uOrigin;"
-          "gl_Position = uPv * vec4( world_coord.x, 0.0, world_coord.y, 1.0 );"
-          "aCoords = vec4((a_co*0.98+0.01 + vec2(a_data.x,0.0)) * 0.0625, a_data.zw);"
-       "}",
-       
-       // FRAGMENT
-       "uniform sampler2D uTexTiles;"
-       "uniform sampler2D uTexRipples;"
-       "uniform float uTime;"
-       
-       "in vec4 aCoords;"
-       "out vec4 FragColor;"
-       
-       "void main()"
-       "{"
-               "vec4 glyph = texture( uTexTiles, aCoords.xy );"
-               "vec4 ripple = texture( uTexRipples, vec2( glyph.x - uTime, glyph.y ));"
-               "float wstatus = -((aCoords.z/128.0)-1.0);"     // -1 := None in, 0.0 := Hold middle, 1.0 := All out
-               "float dev = step( 0.0, glyph.x+wstatus ) * step( glyph.x+wstatus, 1.0 );" //+ abs(glyph.y-0.5) );"
-               "vec3 composite = mix( vec3(0.5,0.5,0.5), vec3(0.3,0.6,1.0) + ripple.xyz * 0.1, step( 0.75, glyph.a )*dev ) * glyph.z;"
-          "FragColor = vec4( composite, 1.0 );"
-       "}"
-       ,
-       UNIFORMS({ "uPv", "uTexTiles", "uTexRipples", "uTime", "uOrigin" })
-)
-
-mat4 m_projection;
-mat4 m_view;
-mat4 m_mdl;
+const char *level_pack_1[] = { 
+       "level0", 
+       "level1", 
+       "level2", 
+       "level3", 
+       "level4",
+       "level5"
+};
 
-int main( int argc, char *argv[] )
+#pragma pack(push,1)
+struct career_state
 {
-       vg_init( argc, argv, "FishLadder" );
-}
+       u32 version;
 
-#define CELL_FLAG_INPUT 0x1
-#define CELL_FLAG_OUTPUT 0x2
- #define CELL_FLAG_IO (CELL_FLAG_INPUT|CELL_FLAG_OUTPUT)
-#define CELL_FLAG_WALL 0x4
-#define CELL_FLAG_HOVER 0x8
-#define CELL_FLAG_ITER 0x10
-#define CELL_FLAG_CANAL 0x20
-#define CELL_FLAG_SPLIT 0x40 /* Does this cell split and have an incoming vertical connection? */
-#define CELL_FLAG_WALKABLE (CELL_FLAG_IO|CELL_FLAG_CANAL)
-#define CELL_FLAG_VISITED 0x80
-#define CELL_FLAG_UPLVL 0x100
-#define CELL_FLAG_MERGE 0x200
-
-static struct
-{
-       u32 x,y;
-       
-       struct cell
-       {       
-               u32 flags;
-               u32 model_id;
-               
-               char *conditions;
-               
-               int level;
-               int state;
-               int flowing[2];
-       }
-       * cells;
-       
-       struct fish
+       struct career_level
        {
-               int alive;
-               int co[2];
-               int dir[2];
-               char data;
+               u32 score;
+               u32 time;
+               u32 completed;
        }
-       fishes[ 20 ];
-       int num_fishes;
-       
-       vec3 origin;
-       struct cell *selected;
-       int select_valid;
-       int playing;
-       u32 frame;
+       levels[ vg_list_size( level_pack_1 ) ]; 
+}
+career = { .version = 1 };
+#pragma pack(pop)
+
+static void career_serialize(void)
+{
+       vg_asset_write( "sav/game.sav", &career, sizeof( struct career_state ) );
+}
+
+static void career_load(void)
+{
+       i64 sz;
+       struct career_state *cr = vg_asset_read_s( "sav/game.sav", &sz );
        
-       u32 *io;
+       memset( (void*)career.levels, 0, vg_list_size(level_pack_1) * sizeof(struct career_level) );
        
-       struct vstack
+       if( cr )
        {
-               struct vframe
+               if( sz > sizeof( struct career_state ) )
+                       vg_warn( "This save file is too big! Some levels will be lost\n" );
+               
+               if( sz <= offsetof( struct career_state, levels ) )
+               {
+                       vg_error( "This save file is too small to have a header\n" );
+                       free( cr );
+                       return;
+               }
+               
+               u32 const size_header = offsetof(struct career_state, levels);
+               u32 const size_levels = sizeof(struct career_state)-size_header;
+               u32 const size_levels_input = sz - size_header;
+               
+               memcpy( (void*)career.levels, (void*)cr->levels, size_levels );
+               
+               if( sz < sizeof( struct career_state ) )
                {
-                       int x, y;
-                       int i;
+                       memset( ((void*)career.levels) + size_levels_input, 0, size_levels-size_levels_input );
                }
-               frames[ 64 ];
                
-               int level;
-               u32 flags;
+               free( cr );
+               vg_success( "Loaded save file... Info:\n" );
+               
+               for( int i = 0; i < vg_list_size( career.levels ); i ++ )
+               {
+                       struct career_level *lvl = &career.levels[i];
+                       vg_info( "Score: %u, Time: %u, Completed: %u\n", lvl->score, lvl->time, lvl->completed );
+               }
        }
-       stack;
-       
-       GLuint tile_texture;
-       GLuint flow_texture;
-       
-       GLuint tiles_vao;
-       GLuint tiles_vbo;
-}
-map;
-
-static void map_free(void)
-{
-       for( int i = 0; i < arrlen( map.io ); i ++ )
+       else
        {
-               arrfree( map.cells[ map.io[i] ].conditions );
+               vg_info( "No save file... Using blank one\n" );
        }
-
-       arrfree( map.cells );
-       arrfree( map.io );
-       map.x = 0;
-       map.y = 0;
-       map.cells = NULL;
-       map.io = NULL;
 }
 
-static struct cell *map_tile( int pos[2] )
-{
-       return map.cells + pos[1]*map.x + pos[0];
-}
+m3x3f m_projection;
+m3x3f m_view;
+m3x3f m_mdl;
+
+#define FLAG_INPUT 0x1
+#define FLAG_OUTPUT 0x2
+#define FLAG_CANAL 0x4
+#define FLAG_WALL 0x8
+#define FLAG_FLIP_FLOP 0x100
+#define FLAG_FLIP_ROTATING 0x200
 
-static struct cell *map_tile_at( int pos[2] )
+/*
+       0000 0   | 0001 1   | 0010 2   | 0011 3
+                          |          |    |     |    |
+               X     |           X=    |    X     |    X=
+                          |          |          |     
+       0100 4   | 0101 5   | 0110 6   | 0111 7
+                          |          |    |     |    |
+         =X     |   =X=    |   =X     |   =X=
+                          |          |          |    
+       1000 8   | 1001 9   | 1010 10  | 1011 11
+                     |          |    |     |    |
+               X     |    X=    |    X     |    X=
+               |               |    |     |    |     |    |
+       1100 12  | 1101 13  | 1110 14  | 1111 15
+                     |          |    |     |    |
+         =X     |   =X=    |   =X     |   =X=
+               |          |    |     |    |     |    |
+*/
+
+enum cell_type
 {
-       if( pos[0] >= 0 && pos[0] < map.x && pos[1] >= 0 && pos[1] < map.y )
-               return map.cells + pos[1]*map.x + pos[0];
-       return NULL;
-}
+       k_cell_type_ramp_right = 3,
+       k_cell_type_ramp_left = 6,
+       k_cell_type_split = 7,
+       k_cell_type_merge = 13
+};
 
-static struct cell *map_tile_at_cond( int pos[2], u32 flags )
+v3f colour_sets[] =
+{ { 0.9f, 0.6f, 0.20f },
+  { 0.2f, 0.9f, 0.14f },
+  { 0.4f, 0.8f, 1.00f } };
+
+static void colour_code_v3( char cc, v3f target )
 {
-       struct cell *cell = map_tile_at( pos );
-       if( cell && (cell->flags & flags) )
-               return cell;
+       if( cc >= 'a' && cc <= 'z' )
+       {
+               int id = cc - 'a';
                
-       return NULL;
+               if( id < vg_list_size( colour_sets ) )
+               {
+                       v3_copy( colour_sets[ id ], target );
+                       return;
+               }
+       }
+       
+       v3_copy( (v3f){0.0f,0.0f,0.0f}, target );
 }
 
-static void map_tile_coords_from_index( int i, int coords[2] )
+struct mesh
 {
-       coords[0] = i % map.x;
-       coords[1] = (i - coords[0])/map.x;
-}
+       GLuint vao, vbo;
+       u32 elements;
+};
 
-static void map_stack_refresh(void)
+static void init_mesh( struct mesh *m, float *tris, u32 length )
 {
-       for( int i = 0; i < map.x*map.y; i ++ )
-               map.cells[i].flags &= ~CELL_FLAG_VISITED;
+       m->elements = length/3;
+       glGenVertexArrays( 1, &m->vao );
+       glGenBuffers( 1, &m->vbo );
+       
+       glBindVertexArray( m->vao );
+       glBindBuffer( GL_ARRAY_BUFFER, m->vbo );
+       glBufferData( GL_ARRAY_BUFFER, length*sizeof(float), tris, GL_STATIC_DRAW );
+       
+       glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
+       glEnableVertexAttribArray( 0 );
+       
+       VG_CHECK_GL();
 }
 
-static void map_stack_init( int coords[2] )
+static void free_mesh( struct mesh *m )
 {
-       map.stack.level = 0;
-       map.stack.frames[0].i = 0;
-       map.stack.frames[0].x = coords[0];
-       map.stack.frames[0].y = coords[1];
+       glDeleteVertexArrays( 1, &m->vao );
+       glDeleteBuffers( 1, &m->vbo );
 }
 
-static struct cell *map_stack_next(void)
+static void draw_mesh( int const start, int const count )
 {
-       struct cell *tile = NULL;
-       
-       while( !tile )
-       {
-               struct vframe *frame = &map.stack.frames[ map.stack.level ];
-               
-               int output_dirs[][2] = { {0,1}, {-1,0}, {1,0} };
-               
-               if( frame->i < 3 )
-               {
-                       int *dir = output_dirs[ frame->i ];
-                       tile = map_tile_at_cond( (int[2]){frame->x+dir[0], frame->y+dir[1]}, CELL_FLAG_WALKABLE );
-
-                       if( tile && !(tile->flags & CELL_FLAG_VISITED) )
-                       {
-                               map.stack.level ++;
-                               frame[1].i = 0;
-                               frame[1].x = frame[0].x+dir[0];
-                               frame[1].y = frame[0].y+dir[1];
-                               
-                               tile->flags |= CELL_FLAG_VISITED;
-                               
-                               if( frame->i == 0 )
-                                       frame->i = 400;
-                       }
-                       else
-                               tile = NULL;
-                               
-                       frame->i ++;
-               }
-               else
-               {
-                       map.stack.level --;
-                       tile = NULL;
-                       
-                       if( map.stack.level < 0 )
-                               return NULL;
-               }
-       }
-       
-       return tile;
+       glDrawArrays( GL_TRIANGLES, start*3, count*3 );
 }
 
-static void map_stack_current_coords( int coords[2], int offset )
+static void use_mesh( struct mesh *m )
 {
-       coords[0] = map.stack.frames[ map.stack.level+offset ].x;
-       coords[1] = map.stack.frames[ map.stack.level+offset ].y;
+       glBindVertexArray( m->vao );
 }
 
-static void map_update_visual(void)
+struct world
 {
-       u8 celldata[ 4096 ];
-       
-       static int compute_flow_counter = 0;
-       compute_flow_counter ^= 0x1;
-       
-       for( int i = 0; i < map.y*map.x; i ++ ) 
+       struct cell
        {
-               map.cells[i].flowing[compute_flow_counter] = map.cells[i].flowing[compute_flow_counter^0x1];
-               
-               if( map.cells[i].flowing[compute_flow_counter] ) 
-                       map.cells[i].flowing[compute_flow_counter] --;
+               u32 state;
+               u8 config;
        }
+       *data;
        
-       for( int y = 0; y < map.y; y ++ )
-       {
-               for( int x = 0; x < map.x; x ++ )
-               {
-                       struct cell *cur = map.cells + y*map.x + x;
-                       u8 *cellbytes = celldata + (y*map.x+x)*4; 
-                       
-                       if( cur->flags & CELL_FLAG_WALKABLE )
-                       {
-                               struct cell *a, *b, *c, *d;
-                               
-                               a = map_tile_at_cond( (int[2]){ x,y+1 }, CELL_FLAG_WALKABLE );
-                               b = map_tile_at_cond( (int[2]){ x+1,y }, CELL_FLAG_WALKABLE );
-                               c = map_tile_at_cond( (int[2]){ x,y-1 }, CELL_FLAG_WALKABLE );
-                               d = map_tile_at_cond( (int[2]){ x-1,y }, CELL_FLAG_WALKABLE );
-                               
-                               u32 config = (a?0x1:0x0) | (b?0x2:0x0) | (c?0x4:0x0) | (d?0x8:0x0);
-                               cellbytes[ 0 ] = config;
-                               
-                               if( cur->flags & CELL_FLAG_OUTPUT )
-                                       cur->flowing[ compute_flow_counter ] = 128;
-                       }
-                       else
-                       {
-                               // TODO: Random background tiles
-                               cellbytes[ 0 ] = 1;
-                       }
-               }
-       }
+       u32 frame;
        
-       int const k_rate_flow = 16;
+       u32 sim_frame;
+       float sim_start;
+       int simulating;
        
-       map_stack_refresh();
-       for( int i = 0; i < arrlen( map.io ); i ++ )
+       float frame_lerp;
+       
+       struct cell_terminal
        {
-               int inputcoord[2];
-               if( map.cells[ map.io[i] ].flags & CELL_FLAG_OUTPUT )
-               {
-                       map_tile_coords_from_index( map.io[i], inputcoord );
-                       map_stack_init( inputcoord );
-                       struct cell *cell = map_tile_at( inputcoord );
-                       
-                       int cr[2];
-                       
-                       do
-                       {
-                               map_stack_current_coords( cr, 0 );
-                               
-                               u8 *cellbytes = celldata + (cr[1]*map.x+cr[0])*4; 
-                               
-                               if( cell->flowing[ compute_flow_counter ^ 0x1 ] == 128 )
-                               {
-                                       switch( cellbytes[0] )
-                                       {
-                                               // DOWN
-                                               case 1: case 5: case 11: case 9: case 3:
-                                                       map_tile( (int[2]){ cr[0], cr[1]+1 } )->flowing[ compute_flow_counter ] += k_rate_flow;
-                                               break;
-                                               
-                                               // R
-                                               case 2: case 6:
-                                                       if( celldata[ (cr[1]*map.x+cr[0]+1)*4 ] != 14 )
-                                                               map_tile( (int[2]){ cr[0]+1, cr[1] } )->flowing[ compute_flow_counter ] += k_rate_flow;
-                                               break;
-                                               
-                                               // L
-                                               case 8: case 12:
-                                                       if( celldata[ (cr[1]*map.x+cr[0]-1)*4 ] != 14 )
-                                                               map_tile( (int[2]){ cr[0]-1, cr[1] } )->flowing[ compute_flow_counter ] += k_rate_flow;
-                                               break;
-                                               
-                                               // L+R
-                                               case 10: case 14:
-                                                       if( celldata[ (cr[1]*map.x+cr[0]+1)*4 ] != 14 )
-                                                               map_tile( (int[2]){ cr[0]+1, cr[1] } )->flowing[ compute_flow_counter ] += k_rate_flow;
-                                                       if( celldata[ (cr[1]*map.x+cr[0]-1)*4 ] != 14 )
-                                                               map_tile( (int[2]){ cr[0]-1, cr[1] } )->flowing[ compute_flow_counter ] += k_rate_flow;
-                                               break;
-                                               default: break;
-                                       }
-                               }
-                               
-                               if( cellbytes[0] == 10 )
-                               {
-                                       int crl[2];
-                                       map_stack_current_coords( crl, -1 );
-                                       
-                                       if( crl[0] < cr[0] )
-                                       {
-                                               cellbytes[0] = 15;
-                                       }
-                               }
-                       }
-                       while( (cell = map_stack_next()) );
-               }
+               // TODO: Split into input/output structures
+               char *conditions;
+               char recv[12];
+               int recv_count;
+               int id;
        }
+       *io;
+       
+       u32 w, h;
+       
+       struct mesh tile, circle;
+       
+       GLuint background_data;
+       GLuint random_samples;
        
-       for( int i = 0; i < map.y*map.x; i ++ )
+       int selected, tile_x, tile_y;
+       v2f tile_pos;
+       
+       struct fish
        {
-               map.cells[i].flowing[ compute_flow_counter ] = vg_min( 128, map.cells[i].flowing[ compute_flow_counter ] );
-               celldata[ i*4+2 ] = map.cells[i].flowing[ compute_flow_counter ];
+               v2i pos;
+               v2i dir;
+               int alive;
+               char payload;
+               float death_time;
+               v2f physics_v;
+               v2f physics_co;
        }
+       fishes[16];
+       
+       int num_fishes;
+       
+       char map_name[128];
+       struct career_level *ptr_career_level;
        
-       // Trace out route
+} world = {};
+
+static void map_free(void)
+{
+       for( int i = 0; i < arrlen( world.io ); i ++ )
+               arrfree( world.io[ i ].conditions );
        
+       arrfree( world.data );
+       arrfree( world.io );
        
-       glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
-       glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float) + 1024*2*sizeof(float), map.x*map.y*4, celldata );
+       world.w = 0;
+       world.h = 0;
+       world.data = NULL;
+       world.io = NULL;
 }
 
-static int map_load( const char *str )
+static void map_reclassify( v2i start, v2i end, int update_texbuffer );
+static int map_load( const char *str, const char *name )
 {
        map_free();
 
-       char *c = str;
+       char const *c = str;
        
        // Scan for width
-       for(;; map.x ++)
+       for(;; world.w ++)
        {
-               if( str[map.x] == ';' )
+               if( str[world.w] == ';' )
                        break;
-               else if( !str[map.x] )
+               else if( !str[world.w] )
                {
-                       vg_error( "Unexpected EOF when parsing level!\n" );
+                       vg_error( "Unexpected EOF when parsing level\n" );
                        return 0;
                }
        }
        
-       struct cell *row = arraddnptr( map.cells, map.x );
+       struct cell *row = arraddnptr( world.data, world.w );
        int cx = 0;
        int reg_start = 0, reg_end = 0;
        
@@ -421,7 +287,7 @@ static int map_load( const char *str )
                                        {
                                                if( *c >= 'a' && *c <= 'z' )
                                                {
-                                                       arrpush( map.cells[ map.io[ reg_start ] ].conditions, *c );
+                                                       arrpush( world.io[ reg_start ].conditions, *c );
                                                }
                                                else
                                                {
@@ -434,14 +300,14 @@ static int map_load( const char *str )
                                                        }
                                                        else
                                                        {
-                                                               vg_error( "Unkown attrib '%c' (row: %u)\n", *c, map.y );
+                                                               vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h );
                                                                return 0;
                                                        }
                                                }
                                        }
                                        else
                                        {
-                                               vg_error( "Over-assigned values (row: %u)\n", map.y );
+                                               vg_error( "Too many values to assign (row: %u)\n", world.h );
                                                return 0;
                                        }
                                        
@@ -451,568 +317,1252 @@ static int map_load( const char *str )
                        
                        if( reg_start != reg_end )
                        {
-                               vg_error( "Not enough values assigned (row: %u, %u of %u)\n", map.y, reg_start, reg_end );
+                               vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end );
                                return 0;
                        }
                        
-                       if( cx != map.x )
+                       if( cx != world.w )
                        {
-                               vg_error( "Map row underflow (row: %u, %u<%u)\n", map.y, cx, map.x );
+                               vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w );
                                return 0;
                        }
                        
-                       row = arraddnptr( map.cells, map.x );
+                       row = arraddnptr( world.data, world.w );
                        cx = 0;
-                       map.y ++;
-                       reg_end = reg_start = arrlen( map.io );
+                       world.h ++;
+                       reg_end = reg_start = arrlen( world.io );
                }
                else
                {
-                       if( cx == map.x )
+                       if( cx == world.w )
                        {
-                               vg_error( "Map row overflow (row: %u, %u>%u)\n", map.y, cx, map.x );
+                               vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w );
                                return 0;
                        }
                        
-                       row[ cx ].conditions = NULL;
-                       row[ cx ].flowing[ 0 ] = 0;
-               
-                       // Parse the various cell types
+                       // Tile initialization
+                       // row[ cx ] .. etc
+                       struct cell *cell = &row[ cx ];
+                       
                        if( *c == '+' || *c == '-' )
                        {
-                               arrpush( map.io, cx + map.y*map.x );
-                               row[ cx ++ ].flags = *c == '+'? CELL_FLAG_INPUT: CELL_FLAG_OUTPUT;
+                               struct cell_terminal term = { .id = cx + world.h*world.w };
+                               arrpush( world.io, term );
+                               cell->state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT;
                                reg_end ++;
                        }
-                       else if( *c == '#' )
-                       {
-                               row[ cx ++ ].flags = CELL_FLAG_WALL;
-                       }
-                       else
-                       {
-                               row[ cx ++ ].flags = 0x00;
-                       }
+                       else if( *c == '#' ) cell->state = FLAG_WALL;
+                       else if( *c == '*' ) cell->state = FLAG_CANAL;
+                       else cell->state = 0x00;
+                       
+                       cx ++;
                }
        
                c ++;
        }
        
-       // Origin top left corner
-       map.origin[0] = -((float)map.x) * 0.5f;
-       map.origin[2] = -((float)map.y) * 0.5f;
-       
-       float *offset_array = (float *)malloc( map.x*map.y*2*sizeof(float) );
-       
-       for( int y = 0; y < map.y; y ++ )
+       // Update data texture to fill out the background
        {
-               for( int x = 0; x < map.x; x ++ )
+               u8 info_buffer[64*64*4];
+               for( int i = 0; i < 64*64; i ++ )
                {
-                       float *coord = offset_array + (y*map.x+x)*2;
-                       coord[0] = x;
-                       coord[1] = y;
+                       u8 *px = &info_buffer[i*4];
+                       px[0] = 255;
+                       px[1] = 0;
+                       px[2] = 0;
+                       px[3] = 0;
                }
+               
+               glBindTexture( GL_TEXTURE_2D, world.background_data );
+               glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 64, 64, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
        }
        
-       glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
-       glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float), map.x*map.y*2*sizeof(float), offset_array );
+       map_reclassify( NULL, NULL, 1 );
+       vg_success( "Map '%s' loaded! (%u:%u)\n", name, world.w, world.h );
        
-       free( offset_array );
-       vg_success( "Map loaded! (%u:%u)\n", map.x, map.y );
+       strncpy( world.map_name, name, vg_list_size( world.map_name )-1 );
        return 1;
 }
 
-static int map_tile_availible( int co[2] )
+static struct cell *pcell( v2i pos )
 {
-       // Extract 5x5 grid surrounding tile
-       u32 blob = 0x1000;
-       for( int y = vg_max( co[1]-2, 0 ); y < vg_min( map.y, co[1]+3 ); y ++ )
-               for( int x = vg_max( co[0]-2, 0 ); x < vg_min( map.x, co[0]+3 ); x ++ )
-               {                               
-                       struct cell *cell = map_tile( (int[2]){ x, y } );
-                       
-                       if( cell && (cell->flags & CELL_FLAG_WALKABLE) )
-                               blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
-               }
-       
-       // Run filter over center 3x3 grid to check for invalid configurations
-       int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
-       for( int i = 0; i < vg_list_size(kernel); i ++ )
-       {
-               if( blob & (0x1 << (6+kernel[i])) )
-               {
-                       // (reference window: 0x1CE7) Illegal moves
-                       //  0100011100010 ;
-                       //  0000001100011 ;
-                       //  0000011000110 ;
-                       //  0110001100000 ;
-                       //  1100011000000 ;
-                       //  0100001100010 ;
-                       //  0100011000010 ;
-               
-                       u32 invalid[] = { 0x8E2, 0x63, 0xC6, 0xC60, 0x18C0, 0x862, 0x8C2 };
-                       u32 window = blob >> kernel[i];
-                       
-                       for( int j = 0; j < vg_list_size(invalid); j ++ )
-                               if((window & invalid[j]) == invalid[j])
-                                       return 0;
-               }
-       }
-       
-       return 1;
+       return &world.data[ pos[1]*world.w + pos[0] ];
 }
 
-void vg_update(void)
+static void map_serialize( FILE *stream )
 {
-       // Update camera
-       float ratio = (float)vg_window_y / (float)vg_window_x;
-       float const size = 7.5f;
-       glm_ortho( -size, size, -size*ratio, size*ratio, 0.01f, 150.f, m_projection );
-
-       glm_mat4_identity( m_view );
-       glm_translate_z( m_view, -10.f );
-       glm_rotate_x( m_view, 1.5708f, m_view );
-       
-       glm_mat4_mul( m_projection, m_view, vg_pv );
-       
-       // Compute map update
-       for( int y = 0; y < map.y; y ++ )
+       for( int y = 0; y < world.h; y ++ )
        {
-               for( int x = 0; x < map.x; x ++ )
+               for( int x = 0; x < world.w; x ++ )
                {
-                       struct cell *tile, *upper, *lower, *l, *r;      
-                       tile = map_tile_at( (int [2]){ x, y } );
-                       tile->flags &= ~(CELL_FLAG_SPLIT|CELL_FLAG_MERGE|CELL_FLAG_UPLVL);
+                       struct cell *cell = pcell( (v2i){ x, y } );
                        
-                       if( tile->flags & CELL_FLAG_WALKABLE )
+                       if( cell->state & FLAG_WALL ) fputc( '#', stream );
+                       else if( cell->state & FLAG_INPUT ) fputc( '+', stream );
+                       else if( cell->state & FLAG_OUTPUT ) fputc( '-', stream );
+                       else if( cell->state & FLAG_CANAL ) fputc( '*', stream );
+                       else fputc( ' ', stream );
+               }
+               
+               fputc( ';', stream );
+               
+               int terminal_write_count = 0;
+               
+               for( int x = 0; x < world.w; x ++ )
+               {
+                       for( int i = 0; i < arrlen( world.io ); i ++ )
                        {
-                               r = map_tile_at_cond( (int[2]){ x+1, y }, CELL_FLAG_WALKABLE );
-                               l = map_tile_at_cond( (int[2]){ x-1, y }, CELL_FLAG_WALKABLE );
-
-                               if( r && l )
+                               struct cell_terminal *term = &world.io[i];
+                               if( term->id == y*world.w+x )
                                {
-                                       upper = map_tile_at_cond( (int[2]){ x, y-1 }, CELL_FLAG_WALKABLE );
-                                       lower = map_tile_at_cond( (int[2]){ x, y+1 }, CELL_FLAG_WALKABLE );
-                                       
-                                       if( upper )
-                                       {
-                                               tile->flags |= CELL_FLAG_MERGE | CELL_FLAG_UPLVL;
-                                       }
-                                       
-                                       if( lower )
-                                       {
-                                               tile->flags |= CELL_FLAG_SPLIT;
-                                               l->flags |= CELL_FLAG_UPLVL;
-                                               r->flags |= CELL_FLAG_UPLVL;
-                                       }
+                                       if( terminal_write_count )
+                                               fputc( ',', stream );
+                                       terminal_write_count ++;
+                               
+                                       for( int j = 0; j < arrlen( term->conditions ); j ++ )
+                                               fputc( term->conditions[j], stream );
                                }
                        }
                }
+               
+               fputc( '\n', stream );
        }
-       
-       // Compute classification
-       /*
-       map_stack_refresh();
-       
-       for( int i = 0; i < arrlen( map.io ); i ++ )
+}
+
+int main( int argc, char *argv[] )
+{
+       vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
+}
+
+static int console_save_map( int argc, char const *argv[] )
+{
+       char map_path[ 256 ];
+
+       strcpy( map_path, "sav/" );
+       strcat( map_path, world.map_name );
+       strcat( map_path, ".map" );
+
+       FILE *test_writer = fopen( map_path, "wb" );
+       if( test_writer )
+       {
+               map_serialize( test_writer );
+               
+               fclose( test_writer );
+               return 1;
+       }
+       else
+       {
+               vg_error( "Unable to open stream for writing\n" );
+               return 0;
+       }
+}
+
+static int console_load_map( int argc, char const *argv[] )
+{
+       char map_path[ 256 ];
+
+       if( argc >= 1 )
        {
-               struct *cell cell = &map.cells[ map.io ];
-               int coords[2];
+               // try from saves
+               strcpy( map_path, "sav/" );
+               strcat( map_path, argv[0] );
+               strcat( map_path, ".map" );
+       
+               char *text_source = vg_textasset_read( map_path );
+               
+               if( !text_source )
+               {
+                       strcpy( map_path, "maps/" );
+                       strcat( map_path, argv[0] );
+                       strcat( map_path, ".map" );
+                       
+                       text_source = vg_textasset_read( map_path );
+               }
                
-               if( cell->flags & CELL_FLAG_INPUT )
+               if( text_source )
                {
-                       map_tile_coords_from_index( map.io, coords );
-                       map_stack_init( coords );
+                       map_load( text_source, argv[0] );
+                       free( text_source );
+                       
+                       // Update career link
+                       world.ptr_career_level = NULL;
                        
-                       do
+                       for( int i = 0; i < vg_list_size( level_pack_1 ); i ++ )
                        {
-                               if( cell->flags & CELL_FLAG_CONNECTOR )
+                               if( !strcmp( level_pack_1[i], argv[0] ) )
                                {
-                                       
+                                       world.ptr_career_level = career.levels + i;
+                                       break;
                                }
                        }
-                       while( (cell = map_stack_next()) );
+                       
+                       return 1;
                }
-       }*/
+               else
+               {
+                       vg_error( "Missing maps '%s'\n", argv[0] );
+                       return 0;
+               }
+       }
+       else
+       {
+               vg_error( "Missing argument <map_path>\n" );
+               return 0;
+       }
+}
+
+static void simulation_stop(void)
+{
+       world.simulating = 0;
+       world.num_fishes = 0;
+       world.sim_frame = 0;
+       
+       for( int i = 0; i < arrlen( world.io ); i ++ )
+               world.io[i].recv_count = 0;
        
-       // Get mouse ray
-       vec3 ray_origin;
-       vec3 ray_dir;
+       sfx_system_fadeout( &audio_system_balls_rolling, 44100 );
+       
+       vg_info( "Stopping simulation!\n" );
+}
+
+static int console_changelevel( int argc, char const *argv[] )
+{
+       if( argc >= 1 )
+       {
+               // Save current level
+               if( console_save_map( 0, NULL ) )
+                       if( console_load_map( argc, argv ) )
+                       {                               
+                               simulation_stop();
+                               return 1;
+                       }
+       }
+       else
+       {
+               vg_error( "Missing argument <map_path>\n" );
+       }
        
-       mat4 pv_inverse;
-       vec4 vp = { 0.f, 0.f, vg_window_x, vg_window_y };
-       glm_mat4_inv( vg_pv, pv_inverse );
-       glm_unprojecti( (vec3){ vg_mouse_x, vg_window_y-vg_mouse_y, -1.f }, pv_inverse, vp, ray_dir );
-       glm_unprojecti( (vec3){ vg_mouse_x, vg_window_y-vg_mouse_y, 0.f }, pv_inverse, vp, ray_origin );
-       glm_vec3_sub( ray_dir, ray_origin, ray_dir );
+       return 0;
+}
 
-       // Get floor tile intersection  
-       float ray_t = -ray_origin[1] / ray_dir[1];
+void vg_start(void)
+{
+       vg_function_push( (struct vg_cmd){
+               .name = "map_write",
+               .function = console_save_map
+       });
+       
+       vg_function_push( (struct vg_cmd){
+               .name = "map_load",
+               .function = console_load_map
+       });
+       
+       vg_function_push( (struct vg_cmd){
+               .name = "changelevel",
+               .function = console_changelevel
+       });
 
-       vec3 tile_pos;
-       glm_vec3_copy( ray_origin, tile_pos );
-       glm_vec3_muladds( ray_dir, ray_t, tile_pos );
-       glm_vec3_sub( tile_pos, map.origin, tile_pos );
+       // Quad mesh
+       {
+               float quad_mesh[] =
+               {
+                       0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+                       0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
+                       
+                       0.0f, 0.0f, 0.0f, 1.0f, 4.0f, 1.0f,
+                       0.0f, 0.0f, 4.0f, 1.0f, 4.0f, 0.0f
+               };
+               
+               init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) );
+       }
        
-       int tile_x = floorf( tile_pos[0] );
-       int tile_y = floorf( tile_pos[2] );
+       // Circle mesh
+       {
+               float circle_mesh[32*6*3];
+               int res = vg_list_size( circle_mesh ) / (6*3);
+
+               for( int i = 0; i < res; i ++ )
+               {
+                       v2f v0 = { sinf( ((float)i/(float)res)*VG_TAUf ), cosf( ((float)i/(float)res)*VG_TAUf ) };
+                       v2f v1 = { sinf( ((float)(i+1)/(float)res)*VG_TAUf ), cosf( ((float)(i+1)/(float)res)*VG_TAUf ) };
+               
+                       circle_mesh[ i*6+0 ] = 0.0f;
+                       circle_mesh[ i*6+1 ] = 0.0f;
+                       
+                       v2_copy( v0, circle_mesh + 32*6 + i*12 );
+                       v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+2 );
+                       v2_copy( v1, circle_mesh + 32*6 + i*12+4 );
+                       
+                       v2_copy( v1, circle_mesh + 32*6 + i*12+6 );
+                       v2_muls( v1, 0.8f, circle_mesh + 32*6 + i*12+8 );
+                       v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+10 );
+                       
+                       v2_copy( v0, circle_mesh + i*6+4 );
+                       v2_copy( v1, circle_mesh + i*6+2 );
+                       v2_copy( v0, circle_mesh+i*6+4 );
+                       v2_copy( v1, circle_mesh+i*6+2 );
+               }
+               
+               init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
+       }
        
-       map.selected = map_tile_at( (int [2]){tile_x, tile_y} );
+       // Create info data texture
+       {
+               glGenTextures( 1, &world.background_data );
+               glBindTexture( GL_TEXTURE_2D, world.background_data );
+               glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
+               vg_tex2d_nearest();
+       }
        
-       if( map.playing )
+       // Create random smaples texture
        {
-               static int fish_counter = 0;
-               fish_counter ++;
+               u8 *data = malloc(512*512*2);
+               for( int i = 0; i < 512*512*2; i ++ )
+                       data[ i ] = rand()/(RAND_MAX/255);
+               
+               glGenTextures( 1, &world.random_samples );
+               glBindTexture( GL_TEXTURE_2D, world.random_samples );
+               glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, GL_UNSIGNED_BYTE, data );
+               vg_tex2d_linear();
+               vg_tex2d_repeat();
+               
+               free( data );
+       }
        
-               if( fish_counter > 20 )
-               {
-                       fish_counter = 0;
-                                               
-                       // Advance characters
-                       for( int i = 0; i < map.num_fishes; i ++ )
-                       {
-                               struct fish *fish = map.fishes + i;
+       resource_load_main();
+       
+       // Restore gamestate
+       career_load();
+       console_load_map( 1, level_pack_1 );
+}
+
+void vg_free(void)
+{
+       console_save_map( 0, NULL );
+       career_serialize();
+
+       resource_free_main();
+
+       glDeleteTextures( 1, &world.background_data );
+       glDeleteTextures( 1, &world.random_samples );
+
+       free_mesh( &world.tile );
+       free_mesh( &world.circle );
+       
+       map_free();
+}
+
+static int cell_interactive( v2i co )
+{
+       // Bounds check
+       if( co[0] < 2 || co[0] >= world.w-2 || co[1] < 2 || co[1] >= world.h-2 )
+               return 0;
+
+       // Flags check
+       if( world.data[ world.w*co[1] + co[0] ].state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) )
+               return 0;
+
+       // List of 3x3 configurations that we do not allow
+       static u32 invalid_src[][9] = 
+       { 
+               { 0,1,0,
+                 1,1,1,
+                 0,1,0 
+               },
+               { 0,0,0,
+                 0,1,1,
+                 0,1,1
+               },
+               { 0,0,0,
+                 1,1,0,
+                 1,1,0
+               },
+               { 0,1,1,
+                 0,1,1,
+                 0,0,0
+               },
+               { 1,1,0,
+                 1,1,0,
+                 0,0,0
+               },
+               { 0,1,0,
+                 0,1,1,
+                 0,1,0
+               },
+               { 0,1,0,
+                 1,1,0,
+                 0,1,0
+               }
+       };
+       
+       // Statically compile invalid configurations into bitmasks
+       static u32 invalid[ vg_list_size(invalid_src) ];
+       
+       for( int i = 0; i < vg_list_size(invalid_src); i ++ )
+       {
+               u32 comped = 0x00;
+       
+               for( int j = 0; j < 3; j ++ )
+                       for( int k = 0; k < 3; k ++ )
+                               comped |= invalid_src[i][ j*3+k ] << ((j*5)+k);
+               
+               invalid[i] = comped;
+       }
+
+       // Extract 5x5 grid surrounding tile
+       u32 blob = 0x1000;
+       for( int y = co[1]-2; y < co[1]+3; y ++ )
+               for( int x = co[0]-2; x < co[0]+3; x ++ )
+               {                
+                       struct cell *cell = pcell((v2i){x,y});
+
+                       if( cell && (cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT)) )
+                               blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
+               }
+
+       // Run filter over center 3x3 grid to check for invalid configurations
+       int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
+       for( int i = 0; i < vg_list_size(kernel); i ++ )
+       {
+               if( blob & (0x1 << (6+kernel[i])) )
+               {
+                       u32 window = blob >> kernel[i];
+
+                       for( int j = 0; j < vg_list_size(invalid); j ++ )
+                               if((window & invalid[j]) == invalid[j])
+                       return 0;
+               }
+       }
+
+       return 1;
+}
+
+static void map_reclassify( v2i start, v2i end, int update_texbuffer )
+{
+       v2i full_start = { 1,1 };
+       v2i full_end = { world.w-1, world.h-1 };
+       
+       if( !start || !end )
+       {
+               start = full_start;
+               end = full_end;
+       }
+       
+       // Texture data
+       u8 info_buffer[64*64*4];
+       u32 pixel_id = 0;
+       
+       int px0 = vg_max( start[0], full_start[0] ),
+                px1 = vg_min( end[0], full_end[0] ),
+                py0 = vg_max( start[1], full_start[1] ),
+                py1 = vg_min( end[1], full_end[1] );
+
+       for( int y = py0; y < py1; y ++ )
+       {
+               for( int x = px0; x < px1; x ++ )
+               {
+                       struct cell *cell = pcell((v2i){x,y});
+               
+                       v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
+                       
+                       u8 height = 0;
+                       u8 config = 0x00;
+                       
+                       if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
+                       {
+                               for( int i = 0; i < vg_list_size( dirs ); i ++ )
+                               {
+                                       struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]});
+                                       if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
+                                               config |= 0x1 << i;
+                               }
                                
-                               if( !fish->alive )
-                                       continue;
+                               height = 128;
+                       } 
+                       else 
+                       {
+                               if( cell->state & FLAG_WALL )
+                                       height = 255;
                                
-                               struct cell *tile, *next;
-                               tile = map_tile_at( fish->co );
+                               config = 0xF;
+                       }
+                       
+                       pcell((v2i){x,y})->config = config;
+                       
+                       u8 *info_px = &info_buffer[ (pixel_id ++)*4 ];
+                       info_px[0] = height;
+                       info_px[1] = cell->state & FLAG_WALL? 0: 255;
+                       info_px[2] = 0;
+                       info_px[3] = 0;
+               }
+       }
+       
+       if( update_texbuffer )
+       {
+               glBindTexture( GL_TEXTURE_2D, world.background_data );
+               glTexSubImage2D( GL_TEXTURE_2D, 0, px0 + 16, py0 + 16, px1-px0, py1-py0, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
+       }
+}
+
+v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}};
+v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}};
+v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
+v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
+
+v2f const curve_2[] = {{0.5f,1.0f},{0.5f,0.8f},{0.5f,0.3f},{0.5f,0.2f}};
+v2f const curve_8[] = {{0.5f,0.8f},{0.5f,0.5f},{0.5f,0.3f},{0.5f,0.0f}};
+
+v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}};
+v2f const curve_7_1[] = {{0.5f,0.8438f},{1.0f-0.875f,0.8438f},{1.0-0.625f,0.5f},{0.0f,0.5f}};
+
+float const curve_7_linear_section = 0.1562f;
+
+void vg_update(void)
+{
+       // Fit within screen
+
+       float r1 = (float)vg_window_y / (float)vg_window_x,
+                       r2 = (float)world.h / (float)world.w,
+                       size;
+       
+       size = ( r2 < r1? (float)world.w * 0.5f: ((float)world.h * 0.5f) / r1 ) + 2.5f; 
+       m3x3_projection( m_projection, -size, size, -size*r1, size*r1 );
+       
+       v3f origin;
+       origin[0] = floorf( -0.5f * world.w );
+       origin[1] = floorf( -0.5f * world.h );
+       origin[2] = 0.0f;
+       
+       m3x3_identity( m_view );
+       m3x3_translate( m_view, origin );
+       m3x3_mul( m_projection, m_view, vg_pv );
+       vg_projection_update();
+       
+       // Input stuff
+       v2_copy( vg_mouse_ws, world.tile_pos );
+       
+       world.tile_x = floorf( world.tile_pos[0] );
+       world.tile_y = floorf( world.tile_pos[1] );
+
+       // Tilemap editing
+       if( !world.simulating )
+       {
+               if( cell_interactive( (v2i){ world.tile_x, world.tile_y } ))
+               {
+                       world.selected = world.tile_y * world.w + world.tile_x;
+                       
+                       if( vg_get_button_down("primary") )
+                       {
+                               world.data[ world.selected ].state ^= FLAG_CANAL;
                                
-                               if( tile->flags & CELL_FLAG_OUTPUT )
+                               if( world.data[ world.selected ].state & FLAG_CANAL )
+                                       sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 );
+                               else
+                                       sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
+                                       
+                               map_reclassify(         (v2i){ world.tile_x -2, world.tile_y -2 }, 
+                                                                               (v2i){ world.tile_x +2, world.tile_y +2 }, 1 );
+                       }
+               }
+               else
+                       world.selected = -1;
+       }
+       else world.selected = -1;
+       
+       // Simulation stop/start
+       if( vg_get_button_down("go") )
+       {
+               if( world.simulating )
+               {
+                       simulation_stop();
+               }
+               else
+               {
+                       vg_success( "Starting simulation!\n" );
+                       
+                       sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 );
+                       
+                       world.simulating = 1;
+                       world.num_fishes = 0;
+                       world.sim_frame = 0;
+                       world.sim_start = vg_time;
+                       
+                       for( int i = 0; i < world.w*world.h; i ++ )
+                       {
+                               world.data[ i ].state &= ~FLAG_FLIP_FLOP;
+                       }
+                       
+                       for( int i = 0; i < arrlen( world.io ); i ++ )
+                               world.io[i].recv_count = 0;
+               }
+       }
+
+       // Fish ticks
+       if( world.simulating )
+       {       
+               while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) )
+               {
+                       //vg_info( "frame: %u\n", world.sim_frame );
+                       sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 9 );
+
+                       // Update splitter deltas
+                       for( int i = 0; i < world.h*world.w; i ++ )
+                       {
+                               struct cell *cell = &world.data[i];
+                               if( cell->config == k_cell_type_split )
                                {
-                                       vg_info( "Fish got zucced (%d)\n", i );
+                                       cell->state &= ~FLAG_FLIP_ROTATING;
+                               }
+                       }
+                       
+                       int alive_count = 0;
+                       
+                       // Update fish positions
+                       for( int i = 0; i < world.num_fishes; i ++ )
+                       {
+                               struct fish *fish = &world.fishes[i];
+                               struct cell *cell_current = pcell( fish->pos );
+                               
+                               if( fish->alive == -1 )
                                        fish->alive = 0;
+                               
+                               if( fish->alive != 1 )
                                        continue;
-                               }
                                
-                               int die = 0;
-                               if( tile->flags & CELL_FLAG_SPLIT )
+                               // Apply to output
+                               if( cell_current->state & FLAG_OUTPUT )
                                {
-                                       die = 1;
-                                       int new_dir[][2] = { {0,-1},{1,0},{-1,0} };
-                                       int *test_dir;
-                                       
-                                       for( int j = 0; j < 3; j ++ )
+                                       for( int j = 0; j < arrlen( world.io ); j ++ )
                                        {
-                                               test_dir = new_dir[ tile->state ];
-                                               tile->state = (tile->state+1)%3;
+                                               struct cell_terminal *term = &world.io[j];
                                                
-                                               next = map_tile_at( (int[2]){ fish->co[0]+test_dir[0], fish->co[1]+test_dir[1] } );
-                                               if( next && (next->flags & (CELL_FLAG_WALKABLE)) )
+                                               if( term->id == fish->pos[1]*world.w + fish->pos[0] )
                                                {
-                                                       fish->dir[0] = test_dir[0];
-                                                       fish->dir[1] = test_dir[1];
-                                                       die = 0;
+                                                       term->recv[ term->recv_count ++ ] = fish->payload;
                                                        break;
                                                }
                                        }
+                                       
+                                       fish->alive = 0;
+                                       continue;
                                }
                                
-                               next = map_tile_at( (int[2]){ fish->co[0]+fish->dir[0], fish->co[1]+fish->dir[1] } );
-                               if( !next || (next && !(next->flags & CELL_FLAG_WALKABLE)) )
+                               if( cell_current->config == k_cell_type_split )
                                {
-                                       // Try UP
-                                       die = 1;
+                                       // Flip flop L/R
+                                       fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
+                                       fish->dir[1] = 0;
+                                       
+                                       cell_current->state ^= FLAG_FLIP_FLOP;
                                }
-                               
-                               if( die )
+                               else if( cell_current->config == k_cell_type_merge )
                                {
-                                       vg_info( "Fish died! (%d)\n", i );
-                                       fish->alive = 0;
-                                       continue;
+                                       // Can only move up
+                                       fish->dir[0] = 0;
+                                       fish->dir[1] = -1;
                                }
+                               else
+                               {
+                                       struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } );
+                                       if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) )
+                                       {
+                                               // Try other directions for valid, so down, left, right..
+                                               v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+                                               vg_info( "Trying some other directions...\n" );
+                                               
+                                               for( int j = 0; j < vg_list_size(dirs); j ++ )
+                                               {
+                                                       if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) )
+                                                               continue;
+                                               
+                                                       if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->state & (FLAG_CANAL|FLAG_OUTPUT) )
+                                                       {
+                                                               fish->dir[0] = dirs[j][0];
+                                                               fish->dir[1] = dirs[j][1];
+                                                       }
+                                               }
+                                       }
+                               }
+                               
+                               fish->pos[0] += fish->dir[0];
+                               fish->pos[1] += fish->dir[1];
+                               
+                               struct cell *cell_entry = pcell( fish->pos );
                                
+                               if( !(cell_entry->state & (FLAG_INPUT|FLAG_CANAL|FLAG_OUTPUT) ))
+                                       fish->alive = 0;
+                               else
+                               {
+                                       if( fish->dir[0] )
+                                       {
+                                               if( cell_entry->config == k_cell_type_split ||
+                                                        cell_entry->config == k_cell_type_ramp_right ||
+                                                        cell_entry->config == k_cell_type_ramp_left )
+                                               {
+                                                       // Special death (FALL)                                                 
+                                                       v2_sub( fish->physics_co, fish->physics_v, fish->physics_v );
+                                                       v2_divs( fish->physics_v, vg_time_delta, fish->physics_v );
+
+                                                       fish->alive = -2;
+                                                       vg_warn( "Special death (fall)\n" );
+                                                       continue;
+                                               }
+                                       }
+                               
+                                       if( cell_entry->config == k_cell_type_split )
+                                       {
+                                               sfx_set_playrnd( &audio_splitter, &audio_system_balls_important, 0, 1 );
+                                               cell_entry->state |= FLAG_FLIP_ROTATING;
+                                       }
+                               }
                                
-                               fish->co[0] += fish->dir[0];
-                               fish->co[1] += fish->dir[1];
+                               if( fish->alive )
+                                       alive_count ++;
                        }
                        
-                       // Try spawn fish
-                       for( int i = 0; i < arrlen( map.io ); i ++ )
+                       // Check for collisions
+                       for( int i = 0; i < world.num_fishes; i ++ )
                        {
-                               struct cell *input = &map.cells[ map.io[i] ];
+                               if( world.fishes[i].alive == 1 )
+                               {
+                                       for( int j = i+1; j < world.num_fishes; j ++ )
+                                       {
+                                               if( (world.fishes[j].alive == 1) && (world.fishes[i].pos[0] == world.fishes[j].pos[0]) &&
+                                                        (world.fishes[i].pos[1] == world.fishes[j].pos[1]) )
+                                               {
+                                                       // Shatter death (+0.5s)
+                                                       world.fishes[i].alive = -1;
+                                                       world.fishes[j].alive = -1;
+                                                       world.fishes[i].death_time = 0.5f;
+                                                       world.fishes[j].death_time = 0.5f;
+                                               }
+                                       }
+                               }
+                       }
+                       
+                       // Spawn fishes
+                       for( int i = 0; i < arrlen( world.io ); i ++ )
+                       {
+                               struct cell_terminal *term = &world.io[ i ];
+                               int posx = term->id % world.w;
+                               int posy = (term->id - posx)/world.w;
+                               int is_input = world.data[ term->id ].state & FLAG_INPUT;
                                
-                               if( input->flags & CELL_FLAG_INPUT )
+                               if( is_input )
                                {
-                                       if( input->state < arrlen( input->conditions ) )
+                                       if( world.sim_frame < arrlen( term->conditions ) )
                                        {
-                                               struct fish *fish = &map.fishes[ map.num_fishes ];
-                                               map_tile_coords_from_index( map.io[i], fish->co );
+                                               struct fish *fish = &world.fishes[world.num_fishes++];
+                                               fish->pos[0] = posx;
+                                               fish->pos[1] = posy;
+                                               fish->alive = 1;
+                                               fish->payload = term->conditions[world.sim_frame];
                                                
-                                               int output_dirs[][2] = { {0,-1}, {-1,0}, {1,0} };
                                                int can_spawn = 0;
                                                
-                                               for( int i = 0; i < vg_list_size( output_dirs ); i ++ )
-                                               {
-                                                       int *dir = output_dirs[i];
-                                                       struct cell *next = map_tile_at( (int[2]){ fish->co[0]+dir[0], fish->co[1]+dir[1] } );
-                                                       if( next && next->flags & CELL_FLAG_CANAL )
+                                               v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+                                               for( int j = 0; j < vg_list_size(dirs); j ++ )
+                                                       if( pcell( (v2i){ posx+dirs[j][0], posy+dirs[j][1] } )->state & FLAG_CANAL )
                                                        {
-                                                               fish->dir[0] = dir[0];
-                                                               fish->dir[1] = dir[1];
+                                                               fish->dir[0] = dirs[j][0];
+                                                               fish->dir[1] = dirs[j][1];
                                                                can_spawn = 1;
+                                                               break;
                                                        }
-                                               }
                                                
-                                               if( can_spawn )
+                                               if( !can_spawn )
+                                                       world.num_fishes--;
+                                               else
+                                                       alive_count ++;
+                                       }
+                               }
+                       }
+                       
+                       if( alive_count == 0 )
+                       {
+                               if( world.ptr_career_level )
+                               {
+                                       world.ptr_career_level->completed = 1;
+                               
+                                       for( int i = 0; i < arrlen( world.io ); i ++ )
+                                       {
+                                               struct cell_terminal *term = &world.io[ i ];
+                                               int is_input = world.data[ term->id ].state & FLAG_INPUT;
+                                               
+                                               if( !is_input )
                                                {
-                                                       fish->alive = 1;
-                                                       input->state ++;
-                                                       map.num_fishes ++;
+                                                       if( term->recv_count == arrlen( term->conditions ) )
+                                                       {
+                                                               for( int j = 0; j < arrlen( term->conditions ); j ++ )
+                                                               {
+                                                                       if( term->recv[j] != term->conditions[j] )
+                                                                       {
+                                                                               world.ptr_career_level->completed = 0;
+                                                                               break;
+                                                                       }
+                                                               }
+                                                       }
+                                                       else
+                                                       {
+                                                               world.ptr_career_level->completed = 0;
+                                                               break;
+                                                       }
                                                }
                                        }
+                                       
+                                       if( world.ptr_career_level->completed )
+                                       {
+                                               vg_success( "Level passed!\n" );
+                                               
+                                               world.ptr_career_level->score = 9;
+                                               world.ptr_career_level->time = world.sim_frame;
+                                       }
+                                       else
+                                       {
+                                               vg_error( "Level failed :(\n" );
+                                       }
                                }
+                               
+                               simulation_stop(); // TODO: Async?
+                               break;
                        }
                        
-                       vg_info( "There are now %u active fish\n", map.num_fishes );
+                       world.sim_frame ++;
                }
                
-               if( vg_get_button_down( "go" ) )
+               float scaled_time = 0.0f;
+               scaled_time = (vg_time-world.sim_start)*2.0f;
+               world.frame_lerp = scaled_time - (float)world.sim_frame;
+               
+               // Update positions
+               for( int i = 0; i < world.num_fishes; i ++ )
                {
-                       map.playing = 0;
-                       map.num_fishes = 0;
+                       struct fish *fish = &world.fishes[i];
                        
-                       vg_info( "Ending!\n" );
+                       if( fish->alive == 0 )
+                               continue;
+                       
+                       if( fish->alive == -1 && (world.frame_lerp > fish->death_time) )
+                               continue; // Todo: particle thing?
+                       
+                       if( fish->alive == -2 )
+                       {
+                               v2_muladds( fish->physics_v, (v2f){ 0.0, -9.8f }, vg_time_delta, fish->physics_v );
+                               v2_muladds( fish->physics_co, fish->physics_v, vg_time_delta, fish->physics_co );
+                       }
+                       else
+                       {               
+                               struct cell *cell = pcell(fish->pos);
+                               v2f const *curve;
+                               
+                               float t = world.frame_lerp;
+                               
+                               v2_copy( fish->physics_co, fish->physics_v );
+                               
+                               switch( cell->config )
+                               {
+                                       case 13:
+                                               if( fish->dir[0] == 1 )
+                                                       curve = curve_12;
+                                               else
+                                                       curve = curve_9;
+                                       break;
+                                       case 2: curve = curve_2; break;
+                                       case 8: curve = curve_8; break;
+                                       case 3: curve = curve_3; break;
+                                       case 6: curve = curve_6; break;
+                                       case 9: curve = curve_9; break;
+                                       case 12: curve = curve_12; break;
+                                       case 7:
+                                               if( t > curve_7_linear_section )
+                                               {
+                                                       t -= curve_7_linear_section;
+                                                       t *= (1.0f/(1.0f-curve_7_linear_section));
+                                                       
+                                                       curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1;
+                                               }
+                                               else curve = NULL;
+                                       break;
+                                       default: curve = NULL; break;
+                               }
+
+                               if( curve )
+                               {
+                                       float t2 = t * t;
+                                       float t3 = t * t * t;
+
+                                       float cA = 3.0f*t2 - 3.0f*t3;
+                                       float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t;
+                                       float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f;
+
+                                       fish->physics_co[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0];
+                                       fish->physics_co[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1];
+                                       fish->physics_co[0] += (float)fish->pos[0];
+                                       fish->physics_co[1] += (float)fish->pos[1];
+                               }
+                               else
+                               {
+                                       v2f origin;
+                                       origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f;
+                                       origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f;
+                                       
+                                       fish->physics_co[0] = origin[0] + (float)fish->dir[0]*t;
+                                       fish->physics_co[1] = origin[1] + (float)fish->dir[1]*t;
+                               }
+                       }
                }
        }
-       else
+}
+
+static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour )
+{
+       v2i full_start = { 0,0 };
+       v2i full_end = { world.w, world.h };
+       
+       if( !start || !end )
        {
-               if( vg_get_button_down( "go" ) )
+               start = full_start;
+               end = full_end;
+       }
+       
+       glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
+
+       for( int y = start[1]; y < end[1]; y ++ )
+       {
+               for( int x = start[0]; x < end[0]; x ++ )
                {
-                       map.playing = 1;
+                       struct cell *cell = pcell((v2i){x,y});
+                       int selected = world.selected == y*world.w + x;
                        
-                       // Reset everything
-                       for( int i = 0; i < map.x*map.y; i ++ )
-                               map.cells[ i ].state = 0;
+                       int tile_offsets[][2] =
+                       {
+                               {2, 0}, {0, 3}, {0, 2}, {2, 2},
+                               {1, 0}, {2, 3}, {3, 2}, {1, 3},
+                               {3, 1}, {0, 1}, {1, 2}, {2, 1},
+                               {1, 1}, {3, 3}, {2, 1}, {2, 1}
+                       };
                        
-                       vg_info( "Starting!\n" );
-               }
-       
-               if( map.selected )
-               {
-                       map.select_valid = map_tile_availible( (int[2]){ tile_x, tile_y } );
+                       int uv[2] = { 3, 0 };
                        
-                       if( map.select_valid )
+                       if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
                        {
-                               if( vg_get_button_down("primary") )
-                               {
-                                       if( map.selected->flags & CELL_FLAG_CANAL )
-                                       {
-                                               map.selected->flags &= ~(CELL_FLAG_CANAL);
-                                       }
-                                       else
-                                       {
-                                               map.selected->flags |= CELL_FLAG_CANAL;
-                                       }
-                               }
+                               uv[0] = tile_offsets[ cell->config ][0];
+                               uv[1] = tile_offsets[ cell->config ][1];
+                       } else continue;
+                       
+                       glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
+                       if( selected )
+                       {
+                               glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, selected_colour );
+                               draw_mesh( 0, 2 );
+                               glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
                        }
+                       else                    
+                               draw_mesh( 0, 2 );
                }
        }
 }
 
-GLuint tile_vao;
-GLuint tile_vbo;
-
 void vg_render(void)
 {
        glViewport( 0,0, vg_window_x, vg_window_y );
 
-       //glEnable( GL_DEPTH_TEST );
-       glClearColor( 0.94f, 0.94f, 0.94f, 1.0f );
+       glDisable( GL_DEPTH_TEST );
+       glClearColor( 0.369768f, 0.3654f, 0.42f, 1.0f );
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
        
-       /*
-       glBindVertexArray( tile_vao );
+       v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f};
+       v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f};
+
+       // TILE SET RENDERING 
+       //      todo: just slam everything into a mesh...
+       //          when user modifies a tile the neighbours can be easily uploaded to gpu mem
+       //          in ~3 subBuffers
+       //          Currently we're uploading a fair amount of data every frame anyway.
+       //          NOTE: this is for final optimisations ONLY!
+       // ======================================================================
+
+       use_mesh( &world.tile );
+       
+       // Draw background
+       
+       if(1){
+       
+       SHADER_USE( shader_background );
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       
+       glActiveTexture( GL_TEXTURE0 );
+       glBindTexture( GL_TEXTURE_2D, world.background_data );
+       glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 );
        
-       SHADER_USE( colour_shader );
-       glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 );
+       glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.02f );
        
-       for( int y = 0; y < map.y; y ++ )
+       glActiveTexture( GL_TEXTURE1 );
+       glBindTexture( GL_TEXTURE_2D, world.random_samples );
+       glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 );
+       
+       draw_mesh( 0, 2 );
+
+       }
+       
+       
+       SHADER_USE( shader_tile_main );
+
+       m2x2f subtransform;
+       m2x2_identity( subtransform );
+       glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );  
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 0.0f );
+       glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 0.0f );
+       
+       glEnable(GL_BLEND);
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       glBlendEquation(GL_FUNC_ADD);
+       
+       // Bind textures
+       vg_tex2d_bind( &tex_tile_data, 0 );
+       glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
+       
+       vg_tex2d_bind( &tex_wood, 1 );
+       glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
+       
+       render_tiles( NULL, NULL, colour_default, colour_default );
+       
+
+       
+       SHADER_USE( shader_ball );
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       
+       vg_tex2d_bind( &tex_ball, 0 );
+       glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
+       
+       // Draw 'fish'
+       if( world.simulating )
        {
-               for( int x = 0; x < map.x; x ++ )
+               for( int i = 0; i < world.num_fishes; i ++ )
                {
-                       glm_mat4_identity( m_mdl );
-                       glm_translate( m_mdl, 
-                               (vec3){ 
-                                       map.origin[0] + (float)x,
-                                       0.f, 
-                                       map.origin[2] + (float)y
-                               } 
-                       );
-                       glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl );
-                       
-                       struct cell *cell = &map.cells[ y*map.x+x ];
+                       struct fish *fish = &world.fishes[i];
                        
-                       vec4 colour = { 0.7f, 0.7f, 0.7f, 1.f };
+                       if( fish->alive == 0 )
+                               continue;
                        
-                       if( cell->flags & CELL_FLAG_INPUT ) glm_vec3_copy( (vec3){ 0.9f,0.5f,0.5f }, colour );
-                       else if( cell->flags & CELL_FLAG_OUTPUT ) glm_vec3_copy( (vec3){ 0.5f,0.9f,0.5f }, colour );
-                       else if( cell->flags & CELL_FLAG_WALL ) glm_vec3_copy( (vec3){ 0.1f,0.1f,0.1f }, colour );
-                       else if( cell->flags & CELL_FLAG_CANAL ) glm_vec3_copy( (vec3){ 0.5f,0.5f,0.8f }, colour );
+                       if( fish->alive == -1 && (world.frame_lerp > fish->death_time) )
+                               continue;
                        
-                       if( cell->flags & CELL_FLAG_SPLIT )
-                               glm_vec3_copy( (vec3){ 0.6f, 0.f, 0.9f }, colour );
-                       else if( cell->flags & CELL_FLAG_MERGE )
-                               glm_vec3_copy( (vec3){ 0.f, 0.6f, 0.8f }, colour );
+                       v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+                       colour_code_v3( fish->payload, dot_colour );
                        
-                       if( map.selected == cell )
-                       {
-                               if( !map.select_valid )
-                                       glm_vec3_copy( (vec3){ 1.f, 0.f, 0.f }, colour );
-                       
-                               float flash = sinf( vg_time*2.5f ) * 0.25f + 0.75f;
-                               glm_vec3_scale( colour, flash, colour );
-                       }
-                                               
-                       glUniform4fv( SHADER_UNIFORM( colour_shader, "uColour" ), 1, colour );
-                       glDrawArrays( GL_TRIANGLES, 0, 6 );
+                       glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
+                       glUniform2fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, fish->physics_co );
+                       draw_mesh( 0, 32 );
                }
        }
        
-       glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 1.f, 0.f, 1.f, 1.f );
+       SHADER_USE( shader_tile_main );
+
+       // Bind textures
+       vg_tex2d_bind( &tex_tile_data, 0 );
+       glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
+       
+       vg_tex2d_bind( &tex_wood, 1 );
+       glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
        
-       for( int i = 0; i < map.num_fishes; i ++ )
+       glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f );
+       render_tiles( NULL, NULL, colour_default, colour_selected  );
+
+       //      Draw splitters
+
+       for( int y = 2; y < world.h-2; y ++ )
        {
-               struct fish *fish = map.fishes + i;
-               
-               if( fish->alive )
-               {               
-                       glm_mat4_identity( m_mdl );
-                       glm_translate( m_mdl,
-                               (vec3){
-                                       map.origin[0] + (float)fish->co[0] + 0.5f,
-                                       0.1f,
-                                       map.origin[2] + (float)fish->co[1] + 0.5f
+               for( int x = 2; x < world.w-2; x ++ )
+               {
+                       struct cell *cell = pcell((v2i){x,y});
+                       
+                       if( cell->config == k_cell_type_split )
+                       {
+                               float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
+                               
+                               if( cell->state & FLAG_FLIP_ROTATING )
+                               {
+                                       if( (world.frame_lerp > curve_7_linear_section) )
+                                       {
+                                               float const rotation_speed = 0.4f;
+                                               if( (world.frame_lerp < 1.0f-rotation_speed) )
+                                               {
+                                                       float t = world.frame_lerp - curve_7_linear_section;
+                                                       t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed)));
+                                                       t += 1.0f;
+                                                       
+                                                       rotation *= t;
+                                               }
+                                               else
+                                                       rotation *= -1.0f;
+                                       }
                                }
-                       );
-                       glm_scale_uni( m_mdl, 0.2f );
-                       glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl );
-                       glDrawArrays( GL_TRIANGLES, 0, 6 );
+
+                               m2x2_create_rotation( subtransform, rotation );
+
+                               glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );  
+                               glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y + 0.125f, 0.0f, 0.0f );
+                               draw_mesh( 0, 2 );
+                       }
                }
        }
-       */
-       
-       glBindVertexArray( map.tiles_vao );
-       
-       map_update_visual();
        
-       SHADER_USE( tilemap_shader );
-       glUniformMatrix4fv( SHADER_UNIFORM( tilemap_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
-       
-       glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexTiles" ), 0 );
-       glActiveTexture( GL_TEXTURE0 );
-       glBindTexture( GL_TEXTURE_2D, map.tile_texture );
+       // Edit overlay
+       if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) )
+       {
+               v2i new_begin = { world.tile_x - 2, world.tile_y - 2 };
+               v2i new_end = { world.tile_x + 2, world.tile_y + 2 };
        
-       glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexRipples" ), 1 );
-       glActiveTexture( GL_TEXTURE1 );
-       glBindTexture( GL_TEXTURE_2D, map.flow_texture );
+               world.data[ world.selected ].state ^= FLAG_CANAL;
+               map_reclassify( new_begin, new_end, 0 );
+               
+               m2x2_identity( subtransform );
+               glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f );
+               glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );  
+               glUniform2fv( SHADER_UNIFORM( shader_tile_main, "uMousePos" ), 1, world.tile_pos );
+               
+               render_tiles( new_begin, new_end, colour_default, colour_default );
+               
+               world.data[ world.selected ].state ^= FLAG_CANAL;
+               map_reclassify( new_begin, new_end, 0 );
+       }
        
-       glUniform2f( SHADER_UNIFORM( tilemap_shader, "uOrigin" ), map.origin[0], map.origin[2] );
-       glUniform1f( SHADER_UNIFORM( tilemap_shader, "uTime" ), vg_time * 0.5f );
+       //glDisable(GL_BLEND);
        
-       glDrawArraysInstanced( GL_TRIANGLES, 0, 6, map.x*map.y );
-}
+       glDisable(GL_BLEND);
 
-void vg_register(void)
-{
-       SHADER_INIT( colour_shader );
-       SHADER_INIT( tilemap_shader );
-}
+       SHADER_USE( shader_tile_colour );
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       use_mesh( &world.circle );
 
-void vg_start(void)
-{
-       glGenVertexArrays( 1, &tile_vao );
-       glGenBuffers( 1, &tile_vbo );
+       int const filled_start = 0;
+       int const filled_count = 32;
+       int const empty_start = 32;
+       int const empty_count = 32*2;
        
-       float quad_mesh[] =
+       // Draw i/o arrays
+       for( int i = 0; i < arrlen( world.io ); i ++ )
        {
-               0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-               0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
+               struct cell_terminal *term = &world.io[ i ];
+               int posx = term->id % world.w;
+               int posy = (term->id - posx)/world.w;
+               int is_input = world.data[ term->id ].state & FLAG_INPUT;
+
+               v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
                
-               // Padding
-               0.0f, 0.0f, 0.0f, 0.0f
-       };
-       
-       glBindVertexArray( tile_vao );
-       glBindBuffer( GL_ARRAY_BUFFER, tile_vbo );
-       glBufferData
-       (
-               GL_ARRAY_BUFFER,
-               sizeof( quad_mesh ),
-               quad_mesh,
-               GL_STATIC_DRAW
-       );
-       
-       glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
-       glEnableVertexAttribArray( 0 );
-       
-       VG_CHECK_GL();
-       
-       // Create map buffers
-       glGenVertexArrays( 1, &map.tiles_vao );
-       glGenBuffers( 1, &map.tiles_vbo );
-       
-       glBindVertexArray( map.tiles_vao );
-       glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
-       glBufferData( GL_ARRAY_BUFFER, 
-                       sizeof( quad_mesh ) +
-                       sizeof( float )*2 * 1024 +
-                       sizeof( u8 )*4 * 1024,
-               NULL, 
-               GL_DYNAMIC_DRAW
-       );
+               for( int j = 0; j < arrlen( term->conditions ); j ++ )
+               {
+                       float y_offset = is_input? 1.2f: -0.2f;
+                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + y_offset, 0.1f );
+                       
+                       if( is_input )
+                       {
+                               colour_code_v3( term->conditions[j], dot_colour );
+                               glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+                       
+                               // Draw filled if tick not passed, draw empty if empty
+                               if( world.sim_frame > j )
+                                       draw_mesh( empty_start, empty_count );
+                               else
+                                       draw_mesh( filled_start, filled_count );
+                       }
+                       else
+                       {
+                               if( term->recv_count > j )
+                               {
+                                       colour_code_v3( term->recv[j], dot_colour );
+                                       v3_muls( dot_colour, 0.8f, dot_colour );
+                                       glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+                                       
+                                       draw_mesh( filled_start, filled_count );
+                               }
+                               
+                               colour_code_v3( term->conditions[j], dot_colour );
+                               glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+                               
+                               draw_mesh( empty_start, empty_count );
+                       }
+               }
+       }
        
-       glBufferSubData( GL_ARRAY_BUFFER, 0, sizeof( quad_mesh ), quad_mesh );
+       if( world.simulating )
+       {
+               glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f );
+               glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), -0.5f + cosf( vg_time * 4.0f ) * 0.2f, sinf( vg_time * 4.0f ) * 0.2f + (float)world.h * 0.5f, 0.05f );
+               draw_mesh( filled_start, filled_count );
+       }
        
-       // Base quad
-       glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 );
-       glEnableVertexAttribArray( 0 );
+       // Level selection UI
+       float ratio = ((float)vg_window_x/(float)vg_window_y);
        
-       // Offset, data arrays (instancing)
-       glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)(sizeof(quad_mesh)) );
-       glEnableVertexAttribArray( 1 );
-       glVertexAttribDivisor( 1, 1 );
-       
-       glVertexAttribPointer( 2, 4, GL_UNSIGNED_BYTE, GL_FALSE, 4, (void*)(sizeof(quad_mesh)+sizeof(float)*2*1024) );
-       glEnableVertexAttribArray( 2 );
-       glVertexAttribDivisor( 2, 1 );
-       
-       map.tile_texture = vg_tex2d_rgba( "textures/rivertiles_flowm.tga" );
-       vg_tex2d_nearest();
-       vg_tex2d_repeat();
-       
-       map.flow_texture = vg_tex2d_rgba( "textures/rivertiles_ripple.tga" );
-       vg_tex2d_nearest();
-       vg_tex2d_repeat();
-       
-       map_load
-       ( 
-               "##-#####-##;aaa,aa\n"
-               "#         #;\n"
-               "#         #;\n"
-               "#         #;\n"
-               "#         #;\n"
-               "#         #;\n"
-               "#         #;\n"
-               "##+#####+##;aa,aaa\n"
-       );
-}
+       m3x3f ui_view = M3X3_IDENTITY;
+       m3x3_scale( ui_view, (v3f){ 1.0f, -ratio, 1.0f } );
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)ui_view );
 
-void vg_free(void)
-{
-       map_free();
-       
-       glDeleteVertexArrays( 1, &tile_vao );
-       glDeleteVertexArrays( 1, &map.tiles_vao );
+       // Calculate mouse in UIsp
+       v3f mouse_ui_space = { ((float)vg_mouse[0] / (float)(vg_window_x)) * 2.0f - 1.0f,
+                                                                 (((float)vg_mouse[1] / (float)(vg_window_y)) * 2.0f - 1.0f)*(1.0f/ratio), 0.0125f };
+
+       // Get selected level
+       const float selection_scale = 0.05f;
+       int const level_count = vg_list_size( level_pack_1 );
+       int level_select = -1;
        
-       glDeleteBuffers( 1, &tile_vbo );
-       glDeleteBuffers( 1, &map.tiles_vbo );
+       if( mouse_ui_space[0] <= -0.8f )
+       {
+               float levels_range = (float)level_count*selection_scale*0.6f;
+               float level_offset = ((mouse_ui_space[1] + levels_range) / levels_range) * 0.5f * (float)level_count;
+               level_select = floorf( level_offset );
+
+               // Draw selector
+               if( level_select >= 0 && level_select < vg_list_size( level_pack_1 ) )
+               {
+                       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.369768f, 0.3654f, 0.42f, 1.0f );
+                       
+                       use_mesh( &world.tile );
+                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 
+                               -1.0f, 
+                               (-(float)level_count + (float)level_select * 2.0f ) * selection_scale * 0.6f,
+                               selection_scale
+                       );
+                       draw_mesh( 2, 2 );
+                       
+                       use_mesh( &world.circle );
+                       
+                       if( vg_get_button_down( "primary" ) )
+                       {
+                               console_changelevel( 1, level_pack_1 + level_select );
+                       }
+               }
+       }
+       else mouse_ui_space[1] = INFINITY;
+
+       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.4f, 0.39f, 0.45f, 1.0f );
+
+       // Draw levels
+       for( int i = 0; i < level_count; i ++ )
+       {
+               v3f level_ui_space = { 
+                       -0.97f, 
+                       (-(float)level_count + (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f,
+                       selection_scale * 0.5f
+               };
+               
+               float scale = vg_clampf( 1.0f - fabsf(level_ui_space[1] - mouse_ui_space[1]) * 2.0f, 0.9f, 1.0f );
+               level_ui_space[2] *= scale;
+               
+               glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, level_ui_space );
+               draw_mesh( empty_start, empty_count );
+       }
        
-       glDeleteTextures( 1, &map.tile_texture );
-       glDeleteTextures( 1, &map.flow_texture );
+       glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, mouse_ui_space );
+       draw_mesh( empty_start, empty_count );
 }
 
 void vg_ui(void)
 {
-       
+       //ui_test();
 }