line/curve renderer
[fishladder.git] / fishladder.c
index 20bb05111561a98602c2b2e4426ebd40140dea8f..6c5e9962bb79ef613170cc8159caa0e5099e58d5 100644 (file)
 
 //#define VG_STEAM
 #include "vg/vg.h"
+#include "fishladder_resources.h"
 
-SHADER_DEFINE( colour_shader, 
-
-       // VERTEX
-       "layout (location=0) in vec3 a_co;"
-       "uniform mat4 uPv;"
-       "uniform mat4 uMdl;"
-       ""
-       "void main()"
-       "{"
-       "       vec4 vert_pos = uPv * uMdl * vec4( a_co, 1.0 );"
-       "       gl_Position = vert_pos;"
-       "}",
-       
-       // FRAGMENT
-       "out vec4 FragColor;"
-       "uniform vec4 uColour;"
-       ""
-       "void main()"
-       "{"
-       "       FragColor = uColour;"
-       "}"
-       ,
-       UNIFORMS({ "uPv", "uMdl", "uColour" })
-)
-
-mat4 m_projection;
-mat4 m_view;
-mat4 m_pv;
-mat4 m_mdl;
+const char *level_pack_1[] = { 
+       "level0", 
+       "level1", 
+       "level2", 
+       "level3", 
+       "level4",
+       "level5",
+       "level6",
+       "level7_combine",
+       "xor_small",
+       "sort"
+};
 
-int main( int argc, char *argv[] )
+#pragma pack(push,1)
+struct career_state
 {
-       vg_init( argc, argv, "FishLadder" );
+       u32 version;
+
+       struct career_level
+       {
+               u32 score;
+               u32 time;
+               u32 completed;
+       }
+       levels[ vg_list_size( level_pack_1 ) ]; 
 }
+career = { .version = 1 };
+#pragma pack(pop)
 
-void vg_update(void)
+static void career_serialize(void)
 {
-       // 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, 0.1f, 100.f, m_projection );
+       vg_asset_write( "sav/game.sav", &career, sizeof( struct career_state ) );
+}
 
-       glm_mat4_identity( m_view );
-       glm_translate_z( m_view, -10.f );
-       glm_rotate_x( m_view, -1.0f, m_view );
+static void career_load(void)
+{
+       i64 sz;
+       struct career_state *cr = vg_asset_read_s( "sav/game.sav", &sz );
        
-       glm_mat4_mul( m_projection, m_view, m_pv );
+       memset( (void*)career.levels, 0, vg_list_size(level_pack_1) * sizeof(struct career_level) );
        
-       // Get mouse ray
-       vec3 ray_origin;
-       vec3 ray_dir;
+       if( cr )
+       {
+               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_input );
+               
+               if( sz < sizeof( struct career_state ) )
+               {
+                       memset( ((void*)career.levels) + size_levels_input, 0, size_levels-size_levels_input );
+               }
+               
+               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 );
+               }
+       }
+       else
+       {
+               vg_info( "No save file... Using blank one\n" );
+       }
+}
+
+m3x3f m_projection;
+m3x3f m_view;
+m3x3f m_mdl;
+
+#define FLAG_CANAL             0x1
+#define FLAG_IS_TRIGGER 0x2
+#define FLAG_RESERVED0         0x4
+#define FLAG_RESERVED1         0x8
+
+#define FLAG_INPUT 0x10
+#define FLAG_OUTPUT 0x20
+#define FLAG_WALL 0x40
+
+#define FLAG_FLIP_FLOP 0x100
+#define FLAG_FLIP_ROTATING 0x200
+#define FLAG_TARGETED 0x400
+
+/*
+       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
+{
+       k_cell_type_ramp_right = 3,
+       k_cell_type_ramp_left = 6,
+       k_cell_type_split = 7,
+       k_cell_type_merge = 13
+};
+
+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 )
+{
+       if( cc >= 'a' && cc <= 'z' )
+       {
+               int id = cc - 'a';
+               
+               if( id < vg_list_size( colour_sets ) )
+               {
+                       v3_copy( colour_sets[ id ], target );
+                       return;
+               }
+       }
        
-       mat4 pv_inverse;
-       vec4 vp = { 0.f, 0.f, vg_window_x, vg_window_y };
-       glm_mat4_inv( m_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 );
+       v3_copy( (v3f){0.0f,0.0f,0.0f}, target );
+}
 
-       // Get floor tile intersection  
-       float ray_t = -ray_origin[1] / ray_dir[1];
+struct mesh
+{
+       GLuint vao, vbo;
+       u32 elements;
+};
 
-       vec3 tile_pos;
-       glm_vec3_copy( ray_origin, tile_pos );
-       glm_vec3_muladds( ray_dir, ray_t, tile_pos );
+static void init_mesh( struct mesh *m, float const *tris, u32 length )
+{
+       m->elements = length/3;
+       glGenVertexArrays( 1, &m->vao );
+       glGenBuffers( 1, &m->vbo );
        
-       tile_pos[0] = floorf( tile_pos[0] + 0.5f );
-       tile_pos[2] = floorf( tile_pos[2] + 0.5f );
+       glBindVertexArray( m->vao );
+       glBindBuffer( GL_ARRAY_BUFFER, m->vbo );
+       glBufferData( GL_ARRAY_BUFFER, length*sizeof(float), tris, GL_STATIC_DRAW );
        
-       glm_mat4_identity( m_mdl );
-       glm_translate( m_mdl, tile_pos );
+       glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
+       glEnableVertexAttribArray( 0 );
+       
+       VG_CHECK_GL();
+}
+
+static void free_mesh( struct mesh *m )
+{
+       glDeleteVertexArrays( 1, &m->vao );
+       glDeleteBuffers( 1, &m->vbo );
 }
 
-GLuint tile_vao;
-GLuint tile_vbo;
+static void draw_mesh( int const start, int const count )
+{
+       glDrawArrays( GL_TRIANGLES, start*3, count*3 );
+}
 
-void vg_render(void)
+static void use_mesh( struct mesh *m )
 {
-       glViewport( 0,0, vg_window_x, vg_window_y );
+       glBindVertexArray( m->vao );
+}
 
-       glEnable( GL_DEPTH_TEST );
-       glClearColor( 0.94f, 0.94f, 0.94f, 1.0f );
-       glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+struct world
+{
+#pragma pack(push,1)
+       struct cell
+       {
+               u16 state;
+               u16 links[2];
+               u8 config;
+               u8 pad0;
+       }
+       *data;
+#pragma pack(pop)
+       
+       int frame;
+       
+       int initialzed;
+       
+       int sim_frame;
+       float sim_start;
+       int simulating;
+       int sim_run, max_runs;
+       
+       float frame_lerp;
+       
+       struct cell_terminal
+       {
+               //char *conditions;
+               //char recv[12];
+               
+               struct terminal_run
+               {
+                       char conditions[8];
+                       char recieved[8];
+                       
+                       int condition_count, recv_count;
+               }
+               runs[8];
+               
+               int run_count;
+               
+               int id;
+       }
+       *io;
+       
+       int w, h;
+       
+       struct mesh tile, circle, numbers;
+       struct mesh_wire
+       {
+               GLuint vao, vbo, ebo;
+               u32 em;
+       } 
+       wire;
+       
+       GLuint background_data;
+       GLuint random_samples;
+       
+       int selected, tile_x, tile_y;
+       v2f tile_pos;
+       
+       struct fish
+       {
+               v2i pos;
+               v2i dir;
+               int alive;
+               char payload;
+               float death_time;
+               v2f physics_v;
+               v2f physics_co;
+       }
+       fishes[16];
        
-       SHADER_USE( colour_shader );
-       glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)m_pv );
-       glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.5f, 0.5f, 0.5f, 1.0f );
+       int num_fishes;
        
-       glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl );
+       char map_name[128];
+       struct career_level *ptr_career_level;
        
-       glBindVertexArray( tile_vao );
-       glDrawArrays( GL_TRIANGLES, 0, 6 );
+       u32 score;
+       u32 completed;
+       u32 time;
+       
+} world = {};
+
+static void map_free(void)
+{      
+       arrfree( world.data );
+       arrfree( world.io );
+       
+       world.w = 0;
+       world.h = 0;
+       world.data = NULL;
+       world.io = NULL;
+       world.score = 0;
+       world.time = 0;
+       world.completed = 0;
+       world.max_runs = 0;
+       world.initialzed = 0;
+}
+
+static void io_reset(void)
+{
+       for( int i = 0; i < arrlen( world.io ); i ++ )
+       {
+               struct cell_terminal *term = &world.io[i];
+               
+               for( int j = 0; j < term->run_count; j ++ )
+                       term->runs[j].recv_count = 0;
+       }
+}
+
+static void map_reclassify( v2i start, v2i end, int update_texbuffer );
+static int map_load( const char *str, const char *name )
+{
+       //TODO: It may be worthwhile, at this point, to switch to binary encoding for save data
+       
+       map_free();
+
+       char const *c = str;
+       
+       // Scan for width
+       for(;; world.w ++)
+       {
+               if( str[world.w] == ';' )
+                       break;
+               else if( !str[world.w] )
+               {
+                       vg_error( "Unexpected EOF when parsing level\n" );
+                       return 0;
+               }
+       }
+       
+       struct cell *row = arraddnptr( world.data, world.w );
+       int cx = 0;
+       int reg_start = 0, reg_end = 0;
+       
+       u32 *links_to_make = NULL;
+       int links_satisfied = 0;
+       
+       char link_id_buffer[32];
+       int link_id_n = 0;
+       
+       for(;;)
+       {
+               if( !*c )
+                       break;
+       
+               if( *c == '\r' ) { c ++; continue; } // fuck off windows
+       
+               if( *c == ';' )
+               {
+                       c ++;
+                       
+                       if( *c == '\r' ) c ++;
+                       
+                       // Parse attribs
+                       if( *c != '\n' )
+                       {
+                               while( *c )
+                               {
+                                       if( *c == '\r' ) { c ++; continue; }
+                                       
+                                       if( reg_start < reg_end )
+                                       {
+                                               struct cell_terminal *terminal = &world.io[ reg_start ];
+                                               struct terminal_run *run = &terminal->runs[ terminal->run_count-1 ];
+
+                                               if( *c >= 'a' && *c <= 'z' )
+                                               {                                                       
+                                                       run->conditions[ run->condition_count ++ ] = *c;
+                                               }
+                                               else
+                                               {
+                                                       if( *c == ',' || *c == '\n' )
+                                                       {
+                                                               reg_start ++;
+                                                               
+                                                               if( *c == '\n' )
+                                                                       break;
+                                                       }
+                                                       else if( *c == ':' )
+                                                       {
+                                                               terminal->runs[ terminal->run_count ].condition_count = 0;
+                                                               terminal->run_count ++;
+                                                               world.max_runs = vg_max( world.max_runs, terminal->run_count );
+                                                       }
+                                                       else
+                                                       {
+                                                               vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h );
+                                                               goto IL_REG_ERROR;
+                                                       }
+                                               }
+                                       }
+                                       else
+                                       {
+                                               if( links_satisfied < arrlen( links_to_make ) )
+                                               {
+                                                       struct cell *target = &world.data[ links_to_make[ links_satisfied ] ];
+                                                       
+                                                       if( (((u32)*c >= (u32)'0') && ((u32)*c <= (u32)'9')) || *c == '-' )
+                                                       {
+                                                               if( link_id_n >= vg_list_size( link_id_buffer )-1 )
+                                                               {
+                                                                       vg_error( "Number was way too long to be parsed (row: %u)\n", world.h );
+                                                                       goto IL_REG_ERROR;
+                                                               }
+                                                               
+                                                               link_id_buffer[ link_id_n ++ ] = *c;                                                            
+                                                       }
+                                                       else if( *c == ',' || *c == '\n' )
+                                                       {
+                                                               link_id_buffer[ link_id_n ] = 0x00;
+                                                               int value = atoi( link_id_buffer );
+                                                       
+                                                               target->links[value >= 0? 1:0] = abs(value);
+                                                               links_satisfied ++;
+                                                               link_id_n = 0;
+                                                               
+                                                               if( *c == '\n' )
+                                                                       break;
+                                                       }
+                                                       else
+                                                       {
+                                                               vg_error( "Invalid character '%c' (row: %u)\n", *c, world.h );
+                                                               goto IL_REG_ERROR;
+                                                       }
+                                               }
+                                               else
+                                               {
+                                                       vg_error( "Too many values to assign (row: %u)\n", world.h );
+                                                       goto IL_REG_ERROR;
+                                               }
+                                       }
+                                       
+                                       c ++;
+                               }
+                       }
+                       
+                       // Registry length-error checks
+                       if( reg_start != reg_end )
+                       {
+                               vg_error( "Not enough spawn values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end );
+                               goto IL_REG_ERROR;
+                       }
+                       
+                       if( links_satisfied != arrlen( links_to_make ) )
+                       {
+                               vg_error( "Not enough link values assigned (row: %u, %u of %u)\n", world.h, links_satisfied, arrlen( links_to_make ) );
+                               goto IL_REG_ERROR;
+                       }
+                       
+                       if( cx != world.w )
+                       {
+                               vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w );
+                               goto IL_REG_ERROR;
+                       }
+                       
+                       row = arraddnptr( world.data, world.w );
+                       cx = 0;
+                       world.h ++;
+                       reg_end = reg_start = arrlen( world.io );
+                       
+                       arrsetlen( links_to_make, 0 );
+                       links_satisfied = 0;
+               }
+               else
+               {
+                       if( cx == world.w )
+                       {
+                               vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w );
+                               goto IL_REG_ERROR;
+                       }
+                       
+                       // Tile initialization
+                       // row[ cx ] .. etc
+                       struct cell *cell = &row[ cx ];
+                       
+                       if( *c == '+' || *c == '-' )
+                       {
+                               struct cell_terminal *term = arraddnptr( world.io, 1 );
+                               term->id = cx + world.h*world.w;
+                               term->run_count = 1;
+                               term->runs[0].condition_count = 0;
+
+                               cell->state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT;
+                               reg_end ++;
+                       }
+                       else if( *c == '#' ) cell->state = FLAG_WALL;
+                       else if( ((u32)*c >= (u32)'A') && ((u32)*c <= (u32)'A'+0xf) )
+                       {
+                               // Canal flag bits (4bit/16 value): 
+                               //                                                      0: Canal present
+                               //                                                      1: Is trigger
+                               //                                                      2: Reserved
+                               //                                                      3: Reserved
+                               
+                               cell->state = ((u32)*c - (u32)'A') & (FLAG_CANAL|FLAG_IS_TRIGGER);
+                               
+                               if( cell->state & FLAG_IS_TRIGGER )
+                                       arrpush( links_to_make, cx + world.h*world.w );
+                               
+                               cell->links[0] = 0;
+                               cell->links[1] = 0;
+                               world.score ++; 
+                       }
+                       else cell->state = 0x00;
+                       
+                       cx ++;
+               }
+       
+               c ++;
+       }
+               
+       // Update data texture to fill out the background
+       {
+               u8 info_buffer[64*64*4];
+               for( int i = 0; i < 64*64; i ++ )
+               {
+                       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 );
+       }
+       
+       arrfree( links_to_make );
+       
+       map_reclassify( NULL, NULL, 1 );
+       
+       // Validate links
+       for( int i = 0; i < world.h*world.w; i ++ )
+       {
+               struct cell *src = &world.data[i];
+               if( src->state & FLAG_IS_TRIGGER )
+               {
+                       int link_id = src->links[0]?0:1;
+                       if( src->links[link_id] <= world.h*world.w )
+                       {               
+                               struct cell *target = &world.data[ src->links[link_id] ];
+                               if( (target->state & FLAG_CANAL) && (target->config == k_cell_type_split) )
+                               {
+                                       if( target->links[ link_id ] )
+                                       {
+                                               vg_error( "Link target was already targeted\n" );
+                                               goto IL_REG_ERROR;
+                                       }
+                                       else
+                                       {
+                                               // Valid link
+                                               target->links[ link_id ] = i;
+                                               target->state |= FLAG_TARGETED;
+                                       }
+                               }
+                               else
+                               {
+                                       vg_error( "Link target was invalid\n" );
+                                       goto IL_REG_ERROR;
+                               }
+                       }
+                       else
+                       {
+                               vg_error( "Link target out of bounds\n" );
+                               goto IL_REG_ERROR;
+                       }
+               }
+       }
+       
+       vg_success( "Map '%s' loaded! (%u:%u)\n", name, world.w, world.h );
+       
+       io_reset();
+       
+       strncpy( world.map_name, name, vg_list_size( world.map_name )-1 );
+       world.initialzed = 1;
+       return 1;
+       
+IL_REG_ERROR:
+       arrfree( links_to_make );
+       map_free();
+       return 0;
+}
+
+static struct cell *pcell( v2i pos )
+{
+       return &world.data[ pos[1]*world.w + pos[0] ];
+}
+
+static void map_serialize( FILE *stream )
+{
+       for( int y = 0; y < world.h; y ++ )
+       {
+               for( int x = 0; x < world.w; x ++ )
+               {
+                       struct cell *cell = pcell( (v2i){ x, y } );
+                       
+                       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|FLAG_IS_TRIGGER|FLAG_RESERVED0|FLAG_RESERVED1) ) 
+                       {
+                               fputc( (cell->state & (FLAG_CANAL|FLAG_IS_TRIGGER|FLAG_RESERVED0|FLAG_RESERVED1)) + (u32)'A', 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 ++ )
+                       {
+                               struct cell_terminal *term = &world.io[i];
+                               if( term->id == y*world.w+x )
+                               {
+                                       if( terminal_write_count )
+                                               fputc( ',', stream );
+                                       terminal_write_count ++;
+                               
+                                       for( int j = 0; j < term->run_count; j ++ )
+                                       {
+                                               struct terminal_run *run = &term->runs[j];
+                                               
+                                               for( int k = 0; k < run->condition_count; k ++ )
+                                                       fputc( run->conditions[k], stream );
+                                                       
+                                               if( j < term->run_count-1 )
+                                                       fputc( ':', stream );
+                                       }
+                               }
+                       }
+               }
+               
+               for( int x = 0; x < world.w; x ++ )
+               {
+                       struct cell *cell = pcell( (v2i){ x,y } );
+                       if( cell->state & FLAG_IS_TRIGGER )
+                       {
+                               if( terminal_write_count )
+                                       fputc( ',', stream );
+                               terminal_write_count ++;
+                               
+                               fprintf( stream, "%d", cell->links[0]? -cell->links[0]: cell->links[1] );
+                       }
+               }
+               
+               fputc( '\n', stream );
+       }
+}
+
+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[] )
+{
+       if( !world.initialzed )
+       {
+               vg_error( "Tried to save uninitialized map!\n" );
+               return 0;
+       }
+
+       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 )
+       {
+               vg_info( "Saving map to '%s'\n", map_path );
+               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 )
+       {
+               // 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( text_source )
+               {
+                       vg_info( "Loading map: '%s'\n", map_path );
+                       world.ptr_career_level = NULL;
+                       
+                       if( !map_load( text_source, argv[0] ) )
+                       {
+                               free( text_source );
+                               return 0;
+                       }
+                       
+                       free( text_source );
+                       
+                       for( int i = 0; i < vg_list_size( level_pack_1 ); i ++ )
+                       {
+                               if( !strcmp( level_pack_1[i], argv[0] ) )
+                               {
+                                       world.ptr_career_level = career.levels + i;
+                                       break;
+                               }
+                       }
+                       
+                       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;
+       
+       io_reset();
+       
+       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
+               console_save_map( 0, NULL );
+               if( console_load_map( argc, argv ) )
+               {                               
+                       simulation_stop();
+                       return 1;
+               }
+       }
+       else
+       {
+               vg_error( "Missing argument <map_path>\n" );
+       }
+       
+       return 0;
 }
 
 void vg_start(void)
 {
-       SHADER_INIT( colour_shader );
+       vg_function_push( (struct vg_cmd){
+               .name = "_map_write",
+               .function = console_save_map
+       });
        
-       glGenVertexArrays( 1, &tile_vao );
-       glGenBuffers( 1, &tile_vbo );
+       vg_function_push( (struct vg_cmd){
+               .name = "_map_load",
+               .function = console_load_map
+       });
        
-       float quad_mesh[] =
+       vg_function_push( (struct vg_cmd){
+               .name = "map",
+               .function = console_changelevel
+       });
+
+       // Quad mesh
        {
-               -0.5f, 0.f, -0.5f,
-               -0.5f, 0.f, 0.5f,
-                0.5f, 0.f, 0.5f,
-               -0.5f, 0.f, -0.5f,
-                0.5f, 0.f, 0.5f,
-                0.5f, 0.f, -0.5f
-       };
+               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) );
+       }
        
-       glBindVertexArray( tile_vao );
-       glBindBuffer( GL_ARRAY_BUFFER, tile_vbo );
-       glBufferData
-       (
-               GL_ARRAY_BUFFER,
-               sizeof( quad_mesh ),
-               quad_mesh,
-               GL_STATIC_DRAW
-       );
-       
-       glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0 );
-       glEnableVertexAttribArray( 0 );
+       // 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 ) );
+       }
        
-       VG_CHECK_GL();
+       // Numbers mesh
+       {
+               init_mesh( &world.numbers,
+                       MESH_NUMBERS_BUFFER,
+                       vg_list_size( MESH_NUMBERS_BUFFER )
+               );
+               
+               for( int i = 0; i < 10; i ++ )
+               {
+                       vg_info( "offset: %u, length: %u\n", MESH_NUMBERS_OFFSETS[i][0], MESH_NUMBERS_OFFSETS[i][1] );
+               }
+       }
+       
+       // Create wire mesh
+       {
+               int const num_segments = 64;
+       
+               struct mesh_wire *mw = &world.wire;
+       
+               v2f wire_points[ num_segments * 2 ];
+               u16 wire_indices[ 6*(num_segments-1) ];
+               
+               for( int i = 0; i < num_segments; i ++ )
+               {
+                       float l = (float)i / (float)(num_segments-1);
+                       
+                       v2_copy( (v2f){ l, -0.5f }, wire_points[i*2+0] );
+                       v2_copy( (v2f){ l,  0.5f }, wire_points[i*2+1] );
+                       
+                       if( i < num_segments-1 )
+                       {
+                               wire_indices[ i*6+0 ] = i*2 + 0;
+                               wire_indices[ i*6+1 ] = i*2 + 1;
+                               wire_indices[ i*6+2 ] = i*2 + 3;
+                               wire_indices[ i*6+3 ] = i*2 + 0;
+                               wire_indices[ i*6+4 ] = i*2 + 3;
+                               wire_indices[ i*6+5 ] = i*2 + 2;
+                       }
+               }
+               
+               glGenVertexArrays( 1, &mw->vao );
+               glGenBuffers( 1, &mw->vbo );
+               glGenBuffers( 1, &mw->ebo );
+               glBindVertexArray( mw->vao );
+               
+               glBindBuffer( GL_ARRAY_BUFFER, mw->vbo );
+               
+               glBufferData( GL_ARRAY_BUFFER, sizeof( wire_points ), wire_points, GL_STATIC_DRAW );
+               glBindVertexArray( mw->vao );
+               
+               glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mw->ebo );
+               glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( wire_indices ), wire_indices, GL_STATIC_DRAW );
+               
+               // XY
+               glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 );
+               glEnableVertexAttribArray( 0 );
+               
+               VG_CHECK_GL();
+               
+               mw->em = vg_list_size( wire_indices );
+       }
+       
+       // 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();
+       }
+       
+       // Create random smaples texture
+       {
+               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 );
+       }
+       
+       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 );
+
+       glDeleteVertexArrays( 1, &world.wire.vao );
+       glDeleteBuffers( 1, &world.wire.vbo );
+       glDeleteBuffers( 1, &world.wire.ebo );
+
+       free_mesh( &world.tile );
+       free_mesh( &world.circle );
+       free_mesh( &world.numbers );
+       
+       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;
 }
 
-void vg_ui(void)
+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;
+                               }
+                               
+                               height = 128;
+                       } 
+                       else 
+                       {
+                               if( cell->state & FLAG_WALL )
+                                       height = 255;
+                               
+                               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_1[] = {{1.0f,0.5f},{0.8f,0.5f},{0.3f,0.5f},{0.2f,0.5f}};
+v2f const curve_4[] = {{0.0f,0.5f},{0.3f,0.5f},{0.5f,0.5f},{0.8f,0.5f}};
+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] );
+
+       static u16 id_drag_from = 0;
+       static v2f drag_from_co;
+       static v2f drag_to_co;
+       
+       // Tilemap editing
+       if( !world.simulating )
+       {
+               v2_copy( vg_mouse_ws, drag_to_co );
+       
+               if( cell_interactive( (v2i){ world.tile_x, world.tile_y } ))
+               {
+                       world.selected = world.tile_y * world.w + world.tile_x;
+                       
+                       static u32 modify_state = 0;
+                       
+                       struct cell *cell_ptr = &world.data[world.selected];
+                       
+                       if( vg_get_button_down("primary") )
+                       {
+                               modify_state = (cell_ptr->state & FLAG_CANAL) ^ FLAG_CANAL;
+                       }
+                       
+                       if( vg_get_button("primary") && ((cell_ptr->state & FLAG_CANAL) != modify_state) )
+                       {
+                               cell_ptr->state &= ~FLAG_CANAL;
+                               cell_ptr->state |= modify_state;
+                               
+                               if( cell_ptr->state & FLAG_CANAL )
+                               {
+                                       sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 );
+                                       world.score ++;
+                               }
+                               else
+                               {
+                                       if( cell_ptr->state & (FLAG_IS_TRIGGER|FLAG_TARGETED) )
+                                       {
+                                               cell_ptr->state &= ~(FLAG_IS_TRIGGER|FLAG_TARGETED);
+                                               for( u32 i = 0; i < 2; i ++ )
+                                               {
+                                                       if( cell_ptr->links[i] )
+                                                       {
+                                                               struct cell *other_ptr = &world.data[ cell_ptr->links[i] ];
+                                                               other_ptr->links[ i ] = 0;
+                                                               other_ptr->state &= ~FLAG_IS_TRIGGER;
+                                                               
+                                                               if( other_ptr->links[ i ^ 0x1 ] == 0 )
+                                                                       other_ptr->state &= ~(FLAG_TARGETED);
+                                                       }
+                                               }
+                                       }
+                                       
+                                       sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
+                                       world.score --;
+                               }
+
+                               cell_ptr->links[0] = 0;
+                               cell_ptr->links[1] = 0;
+                                       
+                               map_reclassify(         (v2i){ world.tile_x -2, world.tile_y -2 }, 
+                                                                               (v2i){ world.tile_x +2, world.tile_y +2 }, 1 );
+                       }
+                       
+                       if( vg_get_button_down("secondary") && !(cell_ptr->config == k_cell_type_split) )
+                       {
+                               id_drag_from = world.selected;
+                               drag_from_co[0] = world.tile_x + 0.5f;
+                               drag_from_co[1] = world.tile_y + 0.5f;
+                       }
+                       
+                       if( id_drag_from && (cell_ptr->config == k_cell_type_split) )
+                       {
+                               float local_x = vg_mouse_ws[0] - (float)world.tile_x;
+                               drag_to_co[0] = (float)world.tile_x + (local_x > 0.5f? 0.75f: 0.25f);
+                               drag_to_co[1] = (float)world.tile_y + 0.25f;
+
+                               if( vg_get_button_up("secondary") )
+                               {
+                                       struct cell *drag_ptr = &world.data[id_drag_from];
+                                       u32 link_id = local_x > 0.5f? 1: 0;
+                                       
+                                       // Cleanup existing connections
+                                       if( cell_ptr->links[ link_id ] )
+                                       {
+                                               vg_warn( "Destroying existing connection on link %u (%hu)\n", link_id, cell_ptr->links[ link_id ] );
+                                               
+                                               struct cell *current_connection = &world.data[ cell_ptr->links[ link_id ]];
+                                               current_connection->state &= ~FLAG_IS_TRIGGER;
+                                               current_connection->links[ link_id ] = 0;
+                                       }
+                                       
+                                       if( drag_ptr->links[ link_id ^ 0x1 ] )
+                                       {
+                                               vg_warn( "Destroying alternate link %u (%hu)\n", link_id ^ 0x1, drag_ptr->links[ link_id ^ 0x1 ] );
+                                               
+                                               struct cell *current_connection = &world.data[ drag_ptr->links[ link_id ^ 0x1 ]];
+                                               if( !current_connection->links[ link_id ] )
+                                                       current_connection->state &= ~FLAG_TARGETED;
+                                               
+                                               current_connection->links[ link_id ^ 0x1 ] = 0;
+                                               drag_ptr->links[ link_id ^ 0x1 ] = 0;
+                                       }
+                                       
+                                       // Create the new connection
+                                       vg_success( "Creating connection on link %u (%hu)\n", link_id, id_drag_from );
+                                               
+                                       cell_ptr->links[ link_id ] = id_drag_from;
+                                       drag_ptr->links[ link_id ] = world.selected;
+                                       
+                                       cell_ptr->state |= FLAG_TARGETED;
+                                       drag_ptr->state |= FLAG_IS_TRIGGER;
+                                       id_drag_from = 0;
+                               }
+                       }
+               }
+               else
+                       world.selected = -1;
+                       
+               if( vg_get_button("secondary") && id_drag_from )
+               {
+                       vg_line2( drag_from_co, drag_to_co, 0xff00ff00, 0xffffff00 );
+               }
+               else
+               {
+                       id_drag_from = 0;
+               }
+       }
+       else
+       {
+               world.selected = -1;
+               id_drag_from = 0;
+       }
+       
+       // 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;
+                       world.sim_run = 0;
+                       
+                       for( int i = 0; i < world.w*world.h; i ++ )
+                               world.data[ i ].state &= ~FLAG_FLIP_FLOP;
+                       
+                       io_reset();
+               }
+       }
+
+       // 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 )
+                               {
+                                       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;
+                               
+                               // Apply to output
+                               if( cell_current->state & FLAG_OUTPUT )
+                               {
+                                       for( int j = 0; j < arrlen( world.io ); j ++ )
+                                       {
+                                               struct cell_terminal *term = &world.io[j];
+                                               
+                                               if( term->id == fish->pos[1]*world.w + fish->pos[0] )
+                                               {
+                                                       struct terminal_run *run = &term->runs[ world.sim_run ];
+                                                       if( run->recv_count < vg_list_size( run->recieved ) )
+                                                               run->recieved[ run->recv_count ++ ] = fish->payload;
+                                                       
+                                                       break;
+                                               }
+                                       }
+                                       
+                                       fish->alive = 0;
+                                       continue;
+                               }
+                               
+                               if( cell_current->config == k_cell_type_split )
+                               {
+                                       // Flip flop L/R
+                                       fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
+                                       fish->dir[1] = 0;
+                                       
+                                       if( !(cell_current->state & FLAG_TARGETED) )
+                                               cell_current->state ^= FLAG_FLIP_FLOP;
+                               }
+                               else if( cell_current->config == k_cell_type_merge )
+                               {
+                                       // 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;
+                                       }
+                                       
+                                       if( cell_entry->state & FLAG_IS_TRIGGER )
+                                       {
+                                               int trigger_id = cell_entry->links[0]?0:1;
+                                               int connection_id = cell_entry->links[trigger_id];
+                                               int target_px = connection_id % world.w;
+                                               int target_py = (connection_id - target_px)/world.w;
+                                               
+                                               vg_line2( (v2f){ fish->pos[0], fish->pos[1] }, (v2f){ target_px, target_py }, 0xffffffff, 0xffffffff );
+                                               
+                                               struct cell *target_peice = &world.data[ cell_entry->links[trigger_id] ];
+                                               
+                                               if( trigger_id )
+                                                       target_peice->state |= FLAG_FLIP_FLOP;
+                                               else
+                                                       target_peice->state &= ~FLAG_FLIP_FLOP;
+                                       }
+                               }
+                               
+                               if( fish->alive )
+                                       alive_count ++;
+                       }
+                       
+                       // Check for collisions
+                       for( int i = 0; i < world.num_fishes; 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( is_input )
+                               {
+                                       if( world.sim_frame < term->runs[ world.sim_run ].condition_count )
+                                       {
+                                               struct fish *fish = &world.fishes[world.num_fishes++];
+                                               fish->pos[0] = posx;
+                                               fish->pos[1] = posy;
+                                               fish->alive = 1;
+                                               fish->payload = term->runs[ world.sim_run ].conditions[ world.sim_frame ];
+                                               
+                                               int can_spawn = 0;
+                                               
+                                               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] = dirs[j][0];
+                                                               fish->dir[1] = dirs[j][1];
+                                                               can_spawn = 1;
+                                                               break;
+                                                       }
+                                               
+                                               if( !can_spawn )
+                                                       world.num_fishes--;
+                                               else
+                                                       alive_count ++;
+                                       }
+                               }
+                       }
+                       
+                       if( alive_count == 0 )
+                       {
+                               world.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 )
+                                       {
+                                               struct terminal_run *run = &term->runs[ world.sim_run ];
+                                       
+                                               if( run->recv_count == run->condition_count )
+                                               {
+                                                       for( int j = 0; j < run->condition_count; j ++ )
+                                                       {
+                                                               if( run->recieved[j] != run->conditions[j] )
+                                                               {
+                                                                       world.completed = 0;
+                                                                       break;
+                                                               }
+                                                       }
+                                               }
+                                               else
+                                               {
+                                                       world.completed = 0;
+                                                       break;
+                                               }
+                                       }
+                               }
+                               
+                               if( world.completed )
+                               {
+                                       if( world.sim_run < world.max_runs-1 )
+                                       {
+                                               vg_success( "Run passed, starting next\n" );
+                                               world.sim_run ++;
+                                               world.sim_frame = 0;
+                                               world.sim_start = vg_time;
+                                               world.num_fishes = 0;
+                                               continue;
+                                       }
+                                       else
+                                       {
+                                               vg_success( "Level passed!\n" );
+                                               
+                                               u32 score = 0;
+                                               for( int i = 0; i < world.w*world.h; i ++ )
+                                                       if( world.data[ i ].state & FLAG_CANAL )
+                                                               score ++;
+                                               
+                                               world.score = score;
+                                               world.time = world.sim_frame;
+                                       }
+                               }
+                               else
+                               {
+                                       vg_error( "Level failed :(\n" );
+                               }
+                               
+                               // Copy into career data
+                               if( world.ptr_career_level )
+                               {
+                                       world.ptr_career_level->score = world.score;
+                                       world.ptr_career_level->time = world.time;
+                                       world.ptr_career_level->completed = world.completed;
+                               }
+                               
+                               simulation_stop(); // TODO: Async?
+                               break;
+                       }
+                       
+                       world.sim_frame ++;
+               }
+               
+               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 ++ )
+               {
+                       struct fish *fish = &world.fishes[i];
+                       
+                       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 1: curve = curve_1; break;
+                                       case 4: curve = curve_4; 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;
+                               }
+                       }
+               }
+       }
+}
+
+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 )
+       {
+               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 ++ )
+               {
+                       struct cell *cell = pcell((v2i){x,y});
+                       int selected = world.selected == y*world.w + x;
+                       
+                       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}
+                       };
+                       
+                       int uv[2] = { 3, 0 };
+                       
+                       if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
+                       {
+                               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 );
+               }
+       }
+}
+
+static void draw_numbers( v3f coord, int number )
 {
+       v3f pos;
+       v3_copy( coord, pos );
+       int digits[8]; int i = 0;
        
+       while( number > 0 && i < 8 )
+       {               
+               digits[i ++] = number % 10;
+               number = number / 10;
+       }
+       
+       for( int j = 0; j < i; j ++ )
+       {
+               glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, pos );
+               draw_mesh( MESH_NUMBERS_OFFSETS[digits[i-j-1]][0], MESH_NUMBERS_OFFSETS[digits[i-j-1]][1] );
+               pos[0] += pos[2] * 0.75f;
+       }
+}
+
+void vg_render(void)
+{
+       glViewport( 0,0, vg_window_x, vg_window_y );
+
+       glDisable( GL_DEPTH_TEST );
+       glClearColor( 0.369768f, 0.3654f, 0.42f, 1.0f );
+       glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+       
+       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 );
+       
+       glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 );
+       glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.02f );
+       
+       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 i = 0; i < world.num_fishes; i ++ )
+               {
+                       struct fish *fish = &world.fishes[i];
+                       
+                       if( fish->alive == 0 )
+                               continue;
+                       
+                       if( fish->alive == -1 && (world.frame_lerp > fish->death_time) )
+                               continue;
+                       
+                       v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+                       colour_code_v3( fish->payload, dot_colour );
+                       
+                       glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
+                       glUniform2fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, fish->physics_co );
+                       draw_mesh( 0, 32 );
+               }
+       }
+       
+       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 );
+       
+       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 ++ )
+       {
+               for( int x = 2; x < world.w-2; x ++ )
+               {
+                       struct cell *cell = pcell((v2i){x,y});
+
+                       if( cell->state & FLAG_CANAL )
+                       {
+                               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;
+                                               }
+                                       }
+
+                                       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, cell->state & FLAG_TARGETED? 3.0f: 0.0f, 0.0f );
+                                       draw_mesh( 0, 2 );
+                               }
+                       }
+               }
+       }
+       
+       // 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 };
+       
+               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 );
+       }
+       
+       //glDisable(GL_BLEND);
+       
+       // Draw connecting wires
+       glDisable(GL_BLEND);
+
+       SHADER_USE( shader_wire );
+       glBindVertexArray( world.wire.vao );
+
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f );
+       glUniform4f( SHADER_UNIFORM( shader_wire, "uColour" ), 0.2f, 0.2f, 0.2f, 1.0f );
+               
+       for( int y = 2; y < world.h-2; y ++ )
+       {
+               for( int x = 2; x < world.w-2; x ++ )
+               {
+                       struct cell *cell = pcell((v2i){x,y});
+
+                       if( cell->state & FLAG_CANAL )
+                       {
+                               if( cell->state & FLAG_IS_TRIGGER )
+                               {
+                                       int trigger_id = cell->links[0]?0:1;
+                                       
+                                       int x2 = cell->links[trigger_id] % world.w;
+                                       int y2 = (cell->links[trigger_id] - x2) / world.w;
+                                       
+                                       v2f startpoint; 
+                                       v2f endpoint;
+                                       
+                                       startpoint[0] = (float)x2 + (trigger_id? 0.75f: 0.25f);
+                                       startpoint[1] = (float)y2 + 0.25f;
+                                       
+                                       endpoint[0] = x+0.5f;
+                                       endpoint[1] = y+0.5f;
+                                       
+                                       glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), startpoint[0], startpoint[1], 0.04f );
+                                       glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), endpoint[0], endpoint[1], 0.04f );
+                                       glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+                               }
+                       }
+               }
+       }
+
+       SHADER_USE( shader_tile_colour );
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       use_mesh( &world.circle );
+
+       int const filled_start = 0;
+       int const filled_count = 32;
+       int const empty_start = 32;
+       int const empty_count = 32*2;
+       
+       // Draw i/o arrays
+       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;
+
+               v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+               
+               for( int k = 0; k < term->run_count; k ++ )
+               {
+                       for( int j = 0; j < term->runs[k].condition_count; j ++ )
+                       {
+                               float y_offset = is_input? 1.2f: -0.2f;
+                               y_offset += (is_input? 0.2f: -0.2f) * (float)k;
+                               
+                               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->runs[k].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 && world.sim_run >= k )
+                                               draw_mesh( empty_start, empty_count );
+                                       else
+                                               draw_mesh( filled_start, filled_count );
+                               }
+                               else
+                               {
+                                       if( term->runs[k].recv_count > j )
+                                       {
+                                               colour_code_v3( term->runs[k].recieved[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->runs[k].conditions[j], dot_colour );
+                                       glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+                                       
+                                       draw_mesh( empty_start, empty_count );
+                               }
+                       }
+               }
+       }
+       
+       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 );
+       }
+       
+       // Draw score
+       float const score_bright = 1.25f;
+       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 
+               0.4f*score_bright, 0.39f*score_bright, 0.45f*score_bright, 1.0f );
+               
+       use_mesh( &world.numbers );
+       draw_numbers( (v3f){ 2.0f, (float)world.h-1.875f, 0.3333f }, world.score );
+               
+       // Level selection UI
+       use_mesh( &world.circle );
+       float ratio = ((float)vg_window_x/(float)vg_window_y);
+       
+       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 );
+
+       // 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;
+       
+       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 = ceilf( 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 ++ )
+       {
+               struct career_level *clevel = &career.levels[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 );
+               
+               if( clevel->completed )
+                       draw_mesh( filled_start, filled_count );
+               else
+                       draw_mesh( empty_start, empty_count );
+       }
+       
+       // Level scores
+       use_mesh( &world.numbers );
+       for( int i = 0; i < level_count; i ++ )
+       {
+               struct career_level *clevel = &career.levels[i];
+       
+               v3f level_ui_space = { 
+                       -0.94f, 
+                       ((float)level_count - (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f,
+                       0.02f
+               };
+               
+               if( clevel->completed )
+               {
+                       draw_numbers( level_ui_space, clevel->score );
+               }
+       }
+       
+       //use_mesh( &world.numbers );
+       //draw_numbers( (v3f){ 0.0f, -0.5f, 0.1f }, 128765 );
+}
+
+void vg_ui(void)
+{
+       //ui_test();
 }