level smooth transition camera
[fishladder.git] / fishladder.c
index 7f47fdb54a49c96a1a5e9cfe8a913f88ef590861..fcdd58d4fe014c5d4ae3de204315e036e7a29af6 100644 (file)
 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
 
+//#define VG_CAPTURE_MODE
 #define VG_STEAM
 #define VG_STEAM_APPID 1218140U
 #include "vg/vg.h"
 #include "fishladder_resources.h"
 
-/*
-       Todo for release:
-               Tutorial levels:
-                       1. Transport
-                       2. Split
-                       3. Merge (and explode)
-                       4. Principle 1 (divide colours)
-                       5. Principle 2 (combine colours)
-                       
-               Trainee levels:
-                       Simple maths                    (x3)
-                       Colour ordering                 (x2)
-                       Routing problems                (x2)
-                       
-               Medium levels:
-                       Reverse order
-               
-               New things to program:
-                       UI text element renderer (SDF)                          DONE(sorta)
-                       Particle system thing for ball collision        
-                       Level descriptions / titles                                     HALF
-                       Row Gridlines for I/O
-                       Play button / Speed controller
-                       
-                       
-       After release:
-               
-*/
+// #define STEAM_LEADERBOARDS
 
-const char *level_pack_1[] = { 
-       "level0", 
-       "level1", 
-       "level2", 
-       "level3", 
-       "level4",
-       "level5",
-       "level6",
-       "level7_combine",
-       "xor_small",
-       "sort",
-       "thirds"
-};
+// CONSTANTS
+// ===========================================================================================================
 
-#pragma pack(push,1)
-struct career_state
+enum cell_type
 {
-       u32 version;
-
-       struct career_level
-       {
-               u32 score;
-               u32 time;
-               u32 completed;
-       }
-       levels[ vg_list_size( level_pack_1 ) ]; 
-}
-career = { .version = 1 };
-#pragma pack(pop)
+       k_cell_type_stub = 0,
+       k_cell_type_ramp_right = 3,
+       k_cell_type_ramp_left = 6,
+       k_cell_type_split = 7,
+       k_cell_type_merge = 13,
+       k_cell_type_con_r = 1,
+       k_cell_type_con_u = 2,
+       k_cell_type_con_l = 4,
+       k_cell_type_con_d = 8
+};
 
-static void career_serialize(void)
+enum e_fish_state
 {
-       vg_asset_write( "sav/game.sav", &career, sizeof( struct career_state ) );
-}
+       k_fish_state_soon_dead = -1,
+       k_fish_state_dead = 0,
+       k_fish_state_alive,
+       k_fish_state_bg,
+       k_fish_state_soon_alive
+};
 
-static void career_load(void)
+enum e_world_button
 {
-       i64 sz;
-       struct career_state *cr = vg_asset_read_s( "sav/game.sav", &sz );
-       
-       memset( (void*)career.levels, 0, vg_list_size(level_pack_1) * sizeof(struct career_level) );
-       
-       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;
+       k_world_button_none = -1,
+       k_world_button_sim = 0,
+       k_world_button_pause = 1,
+       k_world_button_speedy = 2
+};
 
 #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_INPUT             0x10
+#define FLAG_OUTPUT            0x20
+#define FLAG_WALL              0x40
 
-#define FLAG_FLIP_FLOP 0x100
-#define FLAG_TRIGGERED 0x200
+#define FLAG_FLIP_FLOP         0x100
+#define FLAG_TRIGGERED         0x200
 #define FLAG_FLIP_ROTATING 0x400
-#define FLAG_TARGETED 0x800
+#define FLAG_TARGETED  0x800
 
 /*
        0000 0   | 0001 1   | 0010 2   | 0011 3
@@ -151,51 +74,40 @@ m3x3f m_mdl;
                |          |    |     |    |     |    |
 */
 
-struct cell_description
+static struct cell_description
 {
        v2i start;
        v2i end;
        
        int is_special;
        int is_linear;
+       
+       v2f trigger_pos;
 }
 cell_descriptions[] =
 {
        // 0-3
        {},
-       { .start = {  1,  0 }, .end = { -1,  0 } },
-       { .start = {  0,  1 }, .end = {  0, -1 } },
-       { .start = {  0,  1 }, .end = {  1,  0 } },
+       { .start = {  1,  0 }, .end = { -1,  0 }, .trigger_pos = { 0.5f, 0.25f } },
+       { .start = {  0,  1 }, .end = {  0, -1 }, .trigger_pos = { 0.25f, 0.5f } },
+       { .start = {  0,  1 }, .end = {  1,  0 }, .trigger_pos = { 0.25f, 0.25f } },
        // 4-7
-       { .start = { -1,  0 }, .end = {  1,  0 } },
-       { .start = { -1,  0 }, .end = {  1,  0 }, .is_linear = 1 },
-       { .start = {  0,  1 }, .end = { -1,  0 } },
+       { .start = { -1,  0 }, .end = {  1,  0 }, .trigger_pos = { 0.5f, 0.25f } },
+       { .start = { -1,  0 }, .end = {  1,  0 }, .trigger_pos = { 0.5f, 0.25f }, .is_linear = 1 },
+       { .start = {  0,  1 }, .end = { -1,  0 }, .trigger_pos = { 0.5f, 0.25f } },
        { .start = {  0,  1 }, .is_special = 1 },
        // 8-11
-       { .start = {  0, -1 }, .end = {  0,  1 } },
-       { .start = {  1,  0 }, .end = {  0, -1 } },
-       { .start = {  0,  1 }, .end = {  0, -1 }, .is_linear = 1 },
+       { .start = {  0, -1 }, .end = {  0,  1 }, .trigger_pos = { 0.25f, 0.5f } },
+       { .start = {  1,  0 }, .end = {  0, -1 }, .trigger_pos = { 0.25f, 0.75f } },
+       { .start = {  0,  1 }, .end = {  0, -1 }, .trigger_pos = { 0.25f, 0.5f }, .is_linear = 1 },
        { },
        // 12-15
-       { .start = { -1,  0 }, .end = {  0, -1 } },
-       { .end = { 0, -1 }, .is_special = 1 },
+       { .start = { -1,  0 }, .end = {  0, -1 }, .trigger_pos = { 0.75f, 0.75f } },
+       { .end = { 0, -1 }, .is_special = 1, .trigger_pos = { 0.5f, 0.75f } },
        { },
        { }
 };
 
-enum cell_type
-{
-       k_cell_type_stub = 0,
-       k_cell_type_ramp_right = 3,
-       k_cell_type_ramp_left = 6,
-       k_cell_type_split = 7,
-       k_cell_type_merge = 13,
-       k_cell_type_con_r = 1,
-       k_cell_type_con_u = 2,
-       k_cell_type_con_l = 4,
-       k_cell_type_con_d = 8
-};
-
 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}};
@@ -211,26 +123,8 @@ v2f const curve_7_1[] = {{0.5f,0.8438f},{1.0f-0.875f,0.8438f},{1.0-0.625f,0.5f},
 
 float const curve_7_linear_section = 0.1562f;
 
-v3f colour_sets[] =
-{ { 1.0f, 0.9f, 0.3f },
-  { 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;
-               }
-       }
-       
-       v3_copy( (v3f){0.0f,0.0f,0.0f}, target );
-}
+// Types
+// ===========================================================================================================
 
 struct mesh
 {
@@ -238,47 +132,6 @@ struct mesh
        u32 elements;
 };
 
-static void init_mesh( struct mesh *m, float const *tris, u32 length )
-{
-       m->elements = length/3;
-       glGenVertexArrays( 1, &m->vao );
-       glGenBuffers( 1, &m->vbo );
-       
-       glBindVertexArray( m->vao );
-       glBindBuffer( GL_ARRAY_BUFFER, m->vbo );
-       glBufferData( GL_ARRAY_BUFFER, length*sizeof(float), tris, GL_STATIC_DRAW );
-       
-       glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
-       glEnableVertexAttribArray( 0 );
-       
-       VG_CHECK_GL();
-}
-
-static void free_mesh( struct mesh *m )
-{
-       glDeleteVertexArrays( 1, &m->vao );
-       glDeleteBuffers( 1, &m->vbo );
-}
-
-static void draw_mesh( int const start, int const count )
-{
-       glDrawArrays( GL_TRIANGLES, start*3, count*3 );
-}
-
-static void use_mesh( struct mesh *m )
-{
-       glBindVertexArray( m->vao );
-}
-
-enum e_fish_state
-{
-       k_fish_state_soon_dead = -1,
-       k_fish_state_dead = 0,
-       k_fish_state_alive,
-       k_fish_state_bg,
-       k_fish_state_soon_alive
-};
-
 struct world
 {
 #pragma pack(push,1)
@@ -292,23 +145,22 @@ struct world
        *data;
 #pragma pack(pop)
        
-       int frame;
        
        int initialzed;
        
-       int sim_frame;
-       float sim_start;
-       int simulating;
        int sim_run, max_runs;
-       
-       float sim_speed;
-       float frame_lerp;
+
+       int sim_frame, sim_target;
+       float sim_internal_time,                // current tick-time 
+               sim_internal_delta,                     // time delta
+               sim_internal_ref,                               // Reference point of internal time
+               sim_delta_ref,                          // Reference point of vg_time when we started at current sim_speed
+               sim_delta_speed,                                // Rate to apply time delta
+               frame_lerp,                                             // Fractional part of sim_internal_time
+               pause_offset_target;                    // 
        
        struct cell_terminal
        {
-               //char *conditions;
-               //char recv[12];
-               
                struct terminal_run
                {
                        char conditions[8];
@@ -319,14 +171,21 @@ struct world
                runs[8];
                
                int run_count;
-               
-               int id;
+               v2i pos;
+               //int id;
        }
        *io;
        
+       struct cell_button
+       {
+               float light_target, light;
+               int pressed;
+       }
+       buttons[4];
+       
        int w, h;
        
-       struct mesh tile, circle, numbers;
+       struct mesh shapes;
        struct mesh_wire
        {
                GLuint vao, vbo, ebo;
@@ -356,12 +215,146 @@ struct world
        int num_fishes;
        
        char map_name[64];
-       struct career_level *ptr_career_level;
+       //struct career_level *ptr_career_level;
+       struct cmp_level *pCmpLevel;
        
        u32 score;
        u32 completed;
        u32 time;
-} world = {};
+       
+       u16 id_drag_from;
+       v2f drag_from_co;
+       v2f drag_to_co;
+};
+
+// Forward declerations
+// --------------------
+
+static int console_credits( int argc, char const *argv[] );
+static int console_save_map( int argc, char const *argv[] );
+static int console_load_map( int argc, char const *argv[] );
+static int console_changelevel( int argc, char const *argv[] );
+
+// GLOBALS
+// ===========================================================================================================
+
+m3x3f m_projection;
+m3x3f m_view;
+m3x3f m_mdl;
+
+struct world world;
+
+// UTILITY
+// ===========================================================================================================
+
+static void colour_code_v3( char const cc, v3f target )
+{
+       static v3f colour_sets[] =
+       { { 1.0f, 0.9f, 0.3f },
+         { 0.2f, 0.9f, 0.14f },
+         { 0.4f, 0.8f, 1.00f },
+         { 0.882f, 0.204f, 0.922f }
+       };
+
+       if( cc >= 'a' && cc <= 'z' )
+       {
+               int id = cc - 'a';
+               
+               if( id < vg_list_size( colour_sets ) )
+               {
+                       v3_copy( colour_sets[ id ], target );
+                       return;
+               }
+       }
+       
+       v3_copy( (v3f){0.0f,0.0f,0.0f}, target );
+}
+
+static int hash21i( v2i p, u32 umod )
+{
+       static const int random_noise[] = 
+       {
+       0x46,0xD5,0xB8,0xD3,0xF2,0xE5,0xCC,0x07,0xD0,0xB3,0x7A,0xA2,0xC3,0xDA,0xDC,0x7F,0xE0,0xB7,0x42,0xA0,0xBF,0x41,0x92,0x32,0x6F,0x0D,0x45,0xC7,0x54,0xDB,0x30,0xC2,
+       0xD5,0xDA,0x55,0x09,0xDE,0x74,0x48,0x20,0xE1,0x24,0x5C,0x4D,0x6F,0x36,0xD8,0xE9,0x8D,0x8F,0x54,0x99,0x98,0x51,0xFE,0xDB,0x26,0x04,0x65,0x57,0x56,0xF3,0x53,0x30,
+       0x3D,0x16,0xC0,0xB6,0xF2,0x47,0xCF,0x62,0xB0,0x6C,0x8F,0x4F,0x8C,0x4C,0x17,0xF0,0x19,0x7E,0x2D,0x81,0x8D,0xFB,0x10,0xD3,0x49,0x50,0x60,0xFD,0x38,0x15,0x3B,0xEE,
+       0x05,0xC1,0xCF,0x62,0x97,0x75,0xDF,0x4E,0x4D,0x89,0x5E,0x88,0x5C,0x30,0x8C,0x54,0x1D,0x39,0x41,0xEA,0xA2,0x63,0x12,0x1B,0x8E,0x35,0x22,0x9B,0x98,0xA3,0x7F,0x80,
+       0xD6,0x27,0x94,0x66,0xB5,0x1D,0x7E,0xDF,0x96,0x28,0x38,0x3A,0xA0,0xE8,0x71,0x09,0x62,0x5E,0x9D,0x53,0x58,0x1B,0x7D,0x0D,0x2D,0x99,0x77,0x83,0xC3,0x89,0xC2,0xA2,
+       0xA7,0x1D,0x78,0x80,0x37,0xC1,0x87,0xFF,0x65,0xBF,0x2C,0xF1,0xE5,0xB3,0x09,0xE0,0x25,0x92,0x83,0x0F,0x8A,0x57,0x3C,0x0B,0xC6,0xBC,0x44,0x16,0xE3,0xCE,0xC3,0x0D,
+       0x69,0xD3,0xC6,0x99,0xB8,0x46,0x44,0xC4,0xF3,0x1E,0xBF,0xF5,0xB4,0xDB,0xFB,0x93,0xA1,0x7B,0xC9,0x08,0x77,0x22,0xE5,0x02,0xEF,0x9E,0x90,0x94,0x8A,0xA6,0x3D,0x7E,
+       0xA2,0xA0,0x10,0x82,0x47,0x5C,0xAA,0xF8,0x2F,0x0D,0x9F,0x76,0xDA,0x99,0x0F,0xCB,0xE2,0x02,0x0C,0x75,0xCA,0x35,0x29,0xA6,0x49,0x83,0x6D,0x91,0xB4,0xEC,0x31,0x69,
+       0xBA,0x13,0xF3,0xC7,0x21,0x06,0xC8,0x79,0xEF,0xB1,0x9C,0x6A,0xEE,0x64,0x9A,0xDC,0x1E,0xC6,0x18,0x93,0xA9,0x7E,0x89,0x7D,0x96,0xE5,0x44,0xB8,0x00,0x15,0xAF,0x8C,
+       0x78,0x8F,0xA8,0x05,0xA7,0x07,0x25,0x9A,0xC8,0x5D,0x90,0x1A,0x41,0x53,0x30,0xD3,0x24,0x33,0x71,0xB4,0x50,0x6E,0xE4,0xEA,0x0D,0x2B,0x6D,0xF5,0x17,0x08,0x74,0x49,
+       0x71,0xC2,0xAC,0xF7,0xDC,0xB2,0x7E,0xCC,0xB6,0x1B,0xB8,0xA9,0x52,0xCF,0x6B,0x51,0xD2,0x4E,0xC9,0x43,0xEE,0x2E,0x92,0x24,0xBB,0x47,0x4D,0x0C,0x3E,0x21,0x53,0x19,
+       0xD4,0x82,0xE2,0xC6,0x93,0x85,0x0A,0xF8,0xFA,0x04,0x07,0xD3,0x1D,0xEC,0x03,0x66,0xFD,0xB1,0xFB,0x8F,0xC5,0xDE,0xE8,0x29,0xDF,0x23,0x09,0x9D,0x7C,0x43,0x3D,0x4D,
+       0x89,0xB9,0x6F,0xB4,0x6B,0x4A,0x51,0xC3,0x94,0xF4,0x7C,0x5E,0x19,0x87,0x79,0xC1,0x80,0x0C,0x45,0x12,0xEC,0x95,0xF3,0x31,0x68,0x42,0xE1,0x06,0x57,0x0E,0xA7,0xFB,
+       0x78,0x96,0x87,0x23,0xA5,0x20,0x7A,0x09,0x3A,0x45,0xE6,0xD9,0x5E,0x6A,0xD6,0xAA,0x29,0x50,0x92,0x4E,0xD0,0xB5,0x91,0xC2,0x9A,0xCF,0x07,0xFE,0xB2,0x15,0xEB,0xE4,
+       0x84,0x40,0x14,0x47,0xFA,0x93,0xB9,0x06,0x69,0xDB,0xBD,0x4E,0xEA,0x52,0x9B,0xDE,0x5B,0x50,0x36,0xAB,0xB3,0x1F,0xD2,0xCD,0x9C,0x13,0x07,0x7E,0x8B,0xED,0x72,0x62,
+       0x74,0x77,0x3B,0x88,0xAC,0x5B,0x6A,0xBC,0xDA,0x99,0xE8,0x24,0x90,0x5A,0xCA,0x8D,0x5C,0x2B,0xF8,0xF1,0xE1,0x1D,0x94,0x11,0xEA,0xCC,0x02,0x09,0x1E,0xA2,0x48,0x67,
+       0x87,0x5A,0x7E,0xC6,0xCC,0xA3,0xFB,0xC5,0x36,0xEB,0x5C,0xE1,0xAF,0x1E,0xBE,0xE7,0xD8,0x8F,0x70,0xAE,0x42,0x05,0xF5,0xCD,0x2D,0xA2,0xB0,0xFD,0xEF,0x65,0x2C,0x22,
+       0xCB,0x8C,0x8B,0xAA,0x3D,0x86,0xE2,0xCD,0xBE,0xC3,0x42,0x38,0xE3,0x9C,0x08,0xB5,0xAE,0xBD,0x54,0x73,0x83,0x70,0x24,0x47,0xCA,0x4C,0x04,0xC4,0xE0,0x1D,0x40,0xED,
+       0xF4,0x2B,0x50,0x8E,0x97,0xB3,0xF0,0xA6,0x76,0xDB,0x49,0x30,0xE5,0xD9,0x71,0x07,0xB2,0xF1,0x0F,0xD6,0x77,0xAA,0x72,0xC0,0xAF,0x66,0xD8,0x40,0xC6,0x08,0x19,0x8C,
+       0xD9,0x8F,0x5A,0x75,0xAC,0xBE,0xC2,0x40,0x5B,0xBD,0x0D,0x1D,0x00,0xAF,0x26,0x5E,0x78,0x43,0xAA,0xC6,0x4F,0xF3,0xD8,0xE2,0x7F,0x0C,0x1E,0x77,0x4D,0x35,0x96,0x23,
+       0x32,0x44,0x03,0x8D,0x92,0xE7,0xFD,0x48,0x07,0xD0,0x58,0xFC,0x6D,0xC9,0x91,0x33,0xF0,0x23,0x45,0xA4,0x29,0xB9,0xF5,0xB0,0x68,0x8F,0x7B,0x59,0x15,0x8E,0xA6,0x66,
+       0x15,0xA0,0x76,0x9B,0x69,0xCB,0x38,0xA5,0xF4,0xB4,0x6B,0xDC,0x1F,0xAB,0xAE,0x12,0x77,0xC0,0x8C,0x4A,0x03,0xB9,0x73,0xD3,0x6D,0x52,0xC5,0xF5,0x6E,0x4E,0x4B,0xA3,
+       0x24,0x02,0x58,0xEE,0x5F,0xF9,0xD6,0xD0,0x1D,0xBC,0xF4,0xB8,0x4F,0xFD,0x4B,0x2D,0x34,0x77,0x46,0xE5,0xD4,0x33,0x7B,0x9C,0x35,0xCD,0xB0,0x5D,0x06,0x39,0x99,0xEB,
+       0x0C,0xD0,0x0F,0xF7,0x92,0xB5,0x58,0x5B,0x5E,0x79,0x12,0xF4,0x05,0xF6,0x21,0x07,0x0B,0x49,0x1A,0xFB,0xD4,0x98,0xC4,0xEF,0x7A,0xD6,0xCA,0xA1,0xDA,0xB3,0x51,0x00,
+       0x76,0xEC,0x08,0x48,0x40,0x35,0xD7,0x94,0xBE,0xF5,0x7B,0xA4,0x20,0x81,0x5F,0x82,0xF3,0x6F,0x96,0x24,0x98,0xB6,0x49,0x18,0xC8,0xC5,0x8C,0xD2,0x38,0x7F,0xC4,0xF6,
+       0xAA,0x87,0xDC,0x73,0x5B,0xA1,0xAF,0xE5,0x3D,0x37,0x6B,0x85,0xED,0x38,0x62,0x7D,0x57,0xBD,0xCF,0xB5,0x1B,0xA8,0xBB,0x32,0x33,0xD3,0x34,0x5A,0xC1,0x5D,0xFB,0x28,
+       0x6E,0xE1,0x67,0x51,0xBB,0x31,0x92,0x83,0xAC,0xAA,0x72,0x52,0xFD,0x13,0x4F,0x73,0xD3,0xF0,0x5E,0xFC,0xBA,0xB1,0x3C,0x7B,0x08,0x76,0x03,0x38,0x1E,0xD1,0xCC,0x33,
+       0xA3,0x1E,0xFC,0xE0,0x82,0x30,0x27,0x93,0x71,0x35,0x75,0x77,0xBA,0x78,0x10,0x33,0xCD,0xAB,0xCF,0x8E,0xAD,0xF9,0x32,0xC9,0x15,0x9F,0xD6,0x6D,0xA8,0xAE,0xB1,0x3F,
+       0x90,0xEB,0xD4,0xF9,0x31,0x81,0xA3,0x53,0x99,0x4B,0x3C,0x93,0x3B,0xFE,0x55,0xFF,0x25,0x9F,0xCC,0x07,0xC5,0x2C,0x14,0xA7,0xA4,0x1E,0x6C,0xB6,0x91,0x2A,0xE0,0x3E,
+       0x7F,0x39,0x0A,0xD9,0x24,0x3C,0x01,0xA0,0x30,0x99,0x8E,0xB8,0x1D,0xF9,0xA7,0x78,0x86,0x95,0x35,0x0E,0x21,0xDA,0x7A,0x7B,0xAD,0x9F,0x4E,0xF6,0x63,0x5B,0x96,0xBB,
+       0x87,0x36,0x3F,0xA7,0x1A,0x66,0x91,0xCD,0xB0,0x3B,0xC0,0x4F,0x54,0xD2,0x5F,0xBB,0x38,0x89,0x1C,0x79,0x7E,0xA2,0x02,0xE4,0x80,0x84,0x1E,0x33,0xAB,0x74,0xFA,0xBE,
+       0x31,0x46,0x2E,0xC5,0x15,0xB9,0x12,0xE9,0xD3,0x73,0x43,0xEA,0x74,0x11,0xA7,0xC0,0xD5,0xD8,0x39,0x08,0x9F,0x4F,0xC7,0x71,0x25,0x09,0x51,0x65,0xD6,0xA8,0x02,0x1F
+       };
+
+       return random_noise[ (random_noise[p[1] & 1023] + p[0]) & 1023 ] & umod;
+}
+
+// MESH
+// ===========================================================================================================
+
+static void init_mesh( struct mesh *m, float const *tris, u32 length )
+{
+       m->elements = length/3;
+       glGenVertexArrays( 1, &m->vao );
+       glGenBuffers( 1, &m->vbo );
+       
+       glBindVertexArray( m->vao );
+       glBindBuffer( GL_ARRAY_BUFFER, m->vbo );
+       glBufferData( GL_ARRAY_BUFFER, length*sizeof(float), tris, GL_STATIC_DRAW );
+       
+       glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
+       glEnableVertexAttribArray( 0 );
+       
+       VG_CHECK_GL();
+}
+
+static void free_mesh( struct mesh *m )
+{
+       glDeleteVertexArrays( 1, &m->vao );
+       glDeleteBuffers( 1, &m->vbo );
+}
+
+static void draw_mesh( int const start, int const count )
+{
+       glDrawArrays( GL_TRIANGLES, start*3, count*3 );
+}
+
+static void use_mesh( struct mesh *m )
+{
+       glBindVertexArray( m->vao );
+}
+
+static struct cell_button *get_wbutton( enum e_world_button btn )
+{
+       return &world.buttons[ btn ];
+}
+
+void leaderboard_set_score( struct cmp_level *cmp_level, u32 score );
+
+// WORLD/MAP
+// ===========================================================================================================
 
 static void map_free(void)
 {      
@@ -390,38 +383,133 @@ static void io_reset(void)
        }
 }
 
-static void map_reclassify( v2i start, v2i end, int update_texbuffer );
-static int map_load( const char *str, const char *name )
+static struct cell *pcell( v2i pos )
 {
-       //TODO: It may be worthwhile, at this point, to switch to binary encoding for save data
-       
-       map_free();
+       return &world.data[ pos[1]*world.w + pos[0] ];
+}
 
-       char const *c = str;
+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 };
        
-       // Scan for width
-       for(;; world.w ++)
+       if( !start || !end )
        {
-               if( c[world.w] == ';' )
-                       break;
-               else if( !c[world.w] )
-               {
-                       vg_error( "Unexpected EOF when parsing level\n" );
-                       return 0;
-               }
+               start = full_start;
+               end = full_end;
        }
        
-       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;
+       // Texture data
+       u8 info_buffer[64*64*4];
+       u32 pixel_id = 0;
        
-       for(;;)
+       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 = 0xFF-0x3F + hash21i( (v2i){x,y}, 0x3F );
+                               
+                               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( 
+                               (
+                                       ((cell->state & FLAG_IS_TRIGGER) && (cell->config == 0xF || cell->config == k_cell_type_split)) || 
+                                       ((cell->state & FLAG_TARGETED) && (cell->config != k_cell_type_split)) 
+                               ) && update_texbuffer
+                       ){
+                               cell->state &= ~(FLAG_TARGETED|FLAG_IS_TRIGGER);
+                               for( u32 i = 0; i < 2; i ++ )
+                               {
+                                       if( cell->links[i] )
+                                       {
+                                               struct cell *other_ptr = &world.data[ cell->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;
+                                       }
+                               }
+                               
+                               cell->links[0] = 0;
+                               cell->links[1] = 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 );
+       }
+}
+
+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( c[world.w] == ';' )
+                       break;
+               else if( !c[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;
@@ -446,7 +534,7 @@ static int map_load( const char *str, const char *name )
                                                struct cell_terminal *terminal = &world.io[ reg_start ];
                                                struct terminal_run *run = &terminal->runs[ terminal->run_count-1 ];
 
-                                               if( *c >= 'a' && *c <= 'z' )
+                                               if( (*c >= 'a' && *c <= 'z') || *c == ' ' )
                                                {                                                       
                                                        run->conditions[ run->condition_count ++ ] = *c;
                                                }
@@ -560,7 +648,9 @@ static int map_load( const char *str, const char *name )
                        if( *c == '+' || *c == '-' )
                        {
                                struct cell_terminal *term = arraddnptr( world.io, 1 );
-                               term->id = cx + world.h*world.w;
+                               term->pos[0] = cx;
+                               term->pos[1] = world.h;
+                               
                                term->run_count = 1;
                                term->runs[0].condition_count = 0;
 
@@ -596,13 +686,95 @@ static int map_load( const char *str, const char *name )
        // Update data texture to fill out the background
        {
                u8 info_buffer[64*64*4];
-               for( int i = 0; i < 64*64; i ++ )
+               for( int x = 0; x < 64; x ++ )
+               {
+                       for( int y = 0; y < 64; y ++ )
+                       {
+                               u8 *px = &info_buffer[((x*64)+y)*4];
+                               
+                               px[0] = 0xFF-0x3F + hash21i( (v2i){x,y}, 0x3F );
+                               px[1] = 0;
+                               px[2] = 0;
+                               px[3] = 0;
+                       }
+               }
+               
+               // Level selection area
+               
+               // Beginner
+               for( int y = 16+2; y < 16+2+4; y ++ )
+               {
+                       u8 *px = &info_buffer[((y*64)+16-1)*4];
+                       px[0] = 0x10;
+               }
+               
+               // Intermediate
+               for( int y = 16+2; y < 16+2+6; y ++ )
+               {
+                       for( int x = 0; x < 3; x ++ )
+                       {
+                               u8 *px = &info_buffer[((y*64)+16-5+x)*4];
+                               px[0] = 0x10;
+                       }
+               }
+               
+               // Expert
+               for( int x = 1; x < 5; x ++ )
+               {
+                       u8 *px = &info_buffer[((16*64)+16-5+x)*4];
+                       px[0] = 0x10;
+               }
+               
+               info_buffer[(((16+world.h-3)*64)+world.w+16-1)*4] = 0x30;
+               info_buffer[(((16+world.h-2)*64)+world.w+16-1)*4] = 0x30;
+
+               // Random walks.. kinda
+               for( int i = 0; i < arrlen(world.io); i ++ )
                {
-                       u8 *px = &info_buffer[i*4];
-                       px[0] = 255;
-                       px[1] = 0;
-                       px[2] = 0;
-                       px[3] = 0;
+                       struct cell_terminal *term = &world.io[ i ];
+                       
+                       v2i turtle;
+                       v2i turtle_dir;
+                       int original_y;
+                       
+                       turtle[0] = 16+term->pos[0];
+                       turtle[1] = 16+term->pos[1];
+                       
+                       turtle_dir[0] = 0;
+                       turtle_dir[1] = pcell(term->pos)->state & FLAG_INPUT? 1: -1;
+                       original_y = turtle_dir[1];
+                       
+                       info_buffer[((turtle[1]*64)+turtle[0])*4] = 0;  
+                       v2i_add( turtle_dir, turtle, turtle );
+                       
+                       for( int i = 0; i < 100; i ++ )
+                       {
+                               info_buffer[((turtle[1]*64)+turtle[0])*4] = 0;
+                               
+                               v2i_add( turtle_dir, turtle, turtle );
+                               
+                               if( turtle[0] == 0 ) break;
+                               if( turtle[0] == 63 ) break;
+                               if( turtle[1] == 0 ) break;
+                               if( turtle[1] == 63 ) break;
+                               
+                               int random_value = hash21i( turtle, 0xFF );
+                               if( random_value > 255-40 && !turtle_dir[0] )
+                               {
+                                       turtle_dir[0] = -1;
+                                       turtle_dir[1] = 0;
+                               }
+                               else if( random_value > 255-80 && !turtle_dir[0] )
+                               {
+                                       turtle_dir[0] = 1;
+                                       turtle_dir[1] = 0;
+                               }
+                               else if( random_value > 255-100 )
+                               {
+                                       turtle_dir[0] = 0;
+                                       turtle_dir[1] = original_y;
+                               }
+                       }
                }
                
                glBindTexture( GL_TEXTURE_2D, world.background_data );
@@ -665,11 +837,6 @@ IL_REG_ERROR:
        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 ++ )
@@ -697,7 +864,7 @@ static void map_serialize( FILE *stream )
                        for( int i = 0; i < arrlen( world.io ); i ++ )
                        {
                                struct cell_terminal *term = &world.io[i];
-                               if( term->id == y*world.w+x )
+                               if( v2i_eq( term->pos, (v2i){x,y} ) )
                                {
                                        if( terminal_write_count )
                                                fputc( ',', stream );
@@ -734,327 +901,215 @@ static void map_serialize( FILE *stream )
        }
 }
 
-int main( int argc, char *argv[] )
-{
-       vg_init( argc, argv, "Marble Computing | SPACE: Test | LeftClick: Toggle tile | RightClick: Drag wire" );
-       return 0;
-}
+// CAREER STATE
+// ===========================================================================================================
 
-static int console_credits( int argc, char const *argv[] )
+#pragma pack(push,1)
+struct dcareer_state
 {
-       vg_info( "Aknowledgements:\n" );
-       vg_info( "  GLFW         zlib/libpng  glfw.org\n" );
-       vg_info( "  miniaudio    MIT0         miniaud.io\n" );
-       vg_info( "  QOI          MIT          phoboslab.org\n" );
-       vg_info( "  STB library  MIT          nothings.org\n" );
-       vg_info( "  Weiholmir font            justfredrik.itch.io\n" );
-       return 0;
-}
+       u32 version;
+       i32 in_map;
+       
+       u32 reserved[14];
 
-static int console_save_map( int argc, char const *argv[] )
-{
-       if( !world.initialzed )
+       struct dlevel_state
        {
-               vg_error( "Tried to save uninitialized map!\n" );
-               return 0;
+               i32 score;
+               i32 unlocked;
+               i32 reserved[2];
        }
+       levels[ NUM_CAMPAIGN_LEVELS ];  
+};
+#pragma pack(pop)
 
-       char map_path[ 256 ];
+static int career_load_success = 0;
 
-       strcpy( map_path, "sav/" );
-       strcat( map_path, world.map_name );
-       strcat( map_path, ".map" );
+static void career_serialize(void)
+{
+       if( !career_load_success )
+               return;
 
-       FILE *test_writer = fopen( map_path, "wb" );
-       if( test_writer )
+       struct dcareer_state encoded;
+       encoded.version = 2;
+       encoded.in_map = world.pCmpLevel? world.pCmpLevel->serial_id: -1;
+       
+       memset( encoded.reserved, 0, sizeof( encoded.reserved ) );
+
+       for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
        {
-               vg_info( "Saving map to '%s'\n", map_path );
-               map_serialize( test_writer );
+               struct serializable_set *set = &career_serializable[i];
                
-               fclose( test_writer );
-               return 1;
+               for( int j = 0; j < set->count; j ++ )
+               {
+                       struct cmp_level *lvl = &set->pack[j];
+                       struct dlevel_state *dest = &encoded.levels[lvl->serial_id];
+                       
+                       dest->score = lvl->completed_score;
+                       dest->unlocked = lvl->unlocked;
+                       dest->reserved[0] = 0;
+                       dest->reserved[1] = 0;
+               }
        }
-       else
+
+       vg_asset_write( "sav/game.sv2", &encoded, sizeof( struct dcareer_state ) );
+}
+
+static void career_unlock_level( struct cmp_level *lvl );
+static void career_unlock_level( struct cmp_level *lvl )
+{
+       lvl->unlocked = 1;
+       
+       if( lvl->linked )
+               career_unlock_level( lvl->linked );
+}
+
+static void career_pass_level( struct cmp_level *lvl, int score, int upload )
+{
+       if( score > 0 )
        {
-               vg_error( "Unable to open stream for writing\n" );
-               return 0;
+               if( score < lvl->completed_score || lvl->completed_score == 0 )
+               {
+                       if( !lvl->is_tutorial && upload )
+                               leaderboard_set_score( lvl, score );
+                       
+                       lvl->completed_score = score;
+               }
+               
+               if( lvl->unlock ) career_unlock_level( lvl->unlock );
        }
 }
 
-static int console_load_map( int argc, char const *argv[] )
+static void career_reset_level( struct cmp_level *lvl )
 {
-       char map_path[ 256 ];
+       lvl->unlocked = 0;
+       lvl->completed_score = 0;
+}
 
-       if( argc >= 1 )
-       {
-               // try from saves
-               strcpy( map_path, "sav/" );
-               strcat( map_path, argv[0] );
-               strcat( map_path, ".map" );
+static void career_load(void)
+{
+       i64 sz;
+       struct dcareer_state encoded;
+
+       // Blank save state
+       memset( (void*)&encoded, 0, sizeof( struct dcareer_state ) );   
+       encoded.in_map = -1;
+       encoded.levels[0].unlocked = 1;
        
-               char *text_source = vg_textasset_read( map_path );
+       // Load and copy data into encoded
+       void *cr = vg_asset_read_s( "sav/game.sv2", &sz );
+       
+       if( cr )
+       {
+               if( sz > sizeof( struct dcareer_state ) )
+                       vg_warn( "This save file is too big! Some levels will be lost\n" );
                
-               if( !text_source )
+               if( sz <= offsetof( struct dcareer_state, levels ) )
                {
-                       strcpy( map_path, "maps/" );
-                       strcat( map_path, argv[0] );
-                       strcat( map_path, ".map" );
-                       
-                       text_source = vg_textasset_read( map_path );
+                       vg_warn( "This save file is too small to have a header. Creating a blank one\n" );
+                       free( cr );
                }
                
-               if( text_source )
+               memcpy( (void*)&encoded, cr, VG_MIN( sizeof( struct dcareer_state ), sz ) );
+               free( cr );
+       }
+       else
+               vg_info( "No save file... Using blank one\n" );
+       
+       // Reset memory
+       for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+       {
+               struct serializable_set *set = &career_serializable[i];
+               
+               for( int j = 0; j < set->count; j ++ )
+                       career_reset_level( &set->pack[j] );
+       }
+       
+       // Header information
+       // =================================
+       
+       // Decode everything from dstate
+       for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+       {
+               struct serializable_set *set = &career_serializable[i];
+               
+               for( int j = 0; j < set->count; j ++ )
                {
-                       vg_info( "Loading map: '%s'\n", map_path );
-                       world.ptr_career_level = NULL;
+                       struct cmp_level *lvl = &set->pack[j];
+                       struct dlevel_state *src = &encoded.levels[lvl->serial_id];
                        
-                       if( !map_load( text_source, argv[0] ) )
-                       {
-                               free( text_source );
-                               return 0;
-                       }
-                       
-                       free( text_source );
+                       if( src->unlocked ) career_unlock_level( lvl );
+                       if( src->score ) lvl->completed_score = src->score;
                        
-                       for( int i = 0; i < vg_list_size( level_pack_1 ); i ++ )
+                       // ...
+                       if( lvl->serial_id == encoded.in_map )
                        {
-                               if( !strcmp( level_pack_1[i], argv[0] ) )
-                               {
-                                       world.ptr_career_level = career.levels + i;
-                                       break;
-                               }
+                               if( console_changelevel( 1, &lvl->map_name ) )
+                                       world.pCmpLevel = lvl;
                        }
-                       
-                       return 1;
-               }
-               else
-               {
-                       vg_error( "Missing maps '%s'\n", argv[0] );
-                       return 0;
                }
        }
-       else
-       {
-               vg_error( "Missing argument <map_path>\n" );
-               return 0;
-       }
+       
+       career_load_success = 1;
+}
+
+// MAIN GAMEPLAY
+// ===========================================================================================================
+static int is_simulation_running(void)
+{
+       return world.buttons[ k_world_button_sim ].pressed;
+}
+
+static void clear_animation_flags(void)
+{
+       for( int i = 0; i < world.w*world.h; i ++ )
+               world.data[ i ].state &= ~(FLAG_FLIP_FLOP|FLAG_FLIP_ROTATING);
 }
 
 static void simulation_stop(void)
 {
-       world.simulating = 0;
+       world.buttons[ k_world_button_sim ].pressed = 0;
+       world.buttons[ k_world_button_pause ].pressed = 0;
+       
        world.num_fishes = 0;
        world.sim_frame = 0;
        world.sim_run = 0;
+       world.frame_lerp = 0.0f;
        
        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" );
-       }
+       clear_animation_flags();
        
-       return 0;
+       vg_info( "Stopping simulation!\n" );
 }
 
-void leaderboard_found( LeaderboardFindResult_t *pCallback );
-void vg_start(void)
+static void simulation_start(void)
 {
-       // Steamworks callbacks
-       sw_leaderboard_found = &leaderboard_found;
-
-       vg_function_push( (struct vg_cmd){
-               .name = "_map_write",
-               .function = console_save_map
-       });
-       
-       vg_function_push( (struct vg_cmd){
-               .name = "_map_load",
-               .function = console_load_map
-       });
-       
-       vg_function_push( (struct vg_cmd){
-               .name = "map",
-               .function = console_changelevel
-       });
-       
-       vg_function_push( (struct vg_cmd){
-               .name = "credits",
-               .function = console_credits
-       });
-
-       // Quad mesh
-       {
-               float quad_mesh[] =
-               {
-                       0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-                       0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
-                       
-                       0.0f, 0.0f, 0.0f, 1.0f, 4.0f, 1.0f,
-                       0.0f, 0.0f, 4.0f, 1.0f, 4.0f, 0.0f
-               };
-               
-               init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) );
-       }
-       
-       // 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_success( "Starting simulation!\n" );
+                               
+       sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 );
        
-       // 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] );
-               }
-       }
+       world.num_fishes = 0;
+       world.sim_frame = 0;
+       world.sim_run = 0;
        
-       // Create wire mesh
-       {
-               int const num_segments = 64;
+       world.sim_delta_speed = world.buttons[ k_world_button_speedy ].pressed? 10.0f: 2.5f;
+       world.sim_delta_ref = vg_time;
+       world.sim_internal_ref = 0.0f;
+       world.sim_internal_time = 0.0f;
+       world.pause_offset_target = 0.0f;
        
-               struct mesh_wire *mw = &world.wire;
+       world.sim_target = 0;
        
-               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 );
-       }
+       clear_animation_flags();
        
-       // 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();
-       }
+       io_reset();
        
-       // Create random smaples texture
+       if( world.pCmpLevel )
        {
-               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 );
+               world.pCmpLevel->completed_score = 0;
        }
-       
-       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 world_check_pos_ok( v2i co )
@@ -1147,158 +1202,71 @@ static int cell_interactive( v2i co )
        return 1;
 }
 
-static void map_reclassify( v2i start, v2i end, int update_texbuffer )
+void vg_update(void)
 {
-       v2i full_start = { 1,1 };
-       v2i full_end = { world.w-1, world.h-1 };
+       // Camera
+       // ========================================================================================================
        
-       if( !start || !end )
-       {
-               start = full_start;
-               end = full_end;
-       }
+       float r1 = (float)vg_window_y / (float)vg_window_x,
+                       r2 = (float)world.h / (float)world.w,
+                       size;
        
-       // Texture data
-       u8 info_buffer[64*64*4];
-       u32 pixel_id = 0;
+       static float size_current = 2.0f;
+       static v3f origin_current = { 0.0f, 0.0f, 0.0f };
        
-       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] );
+       size = ( r2 < r1? (float)(world.w+5) * 0.5f: ((float)(world.h+5) * 0.5f) / r1 ) + 0.5f; 
+       
+       v3f origin;
+       origin[0] = floorf( -0.5f * ((float)world.w-4.5f) );
+       origin[1] = floorf( -0.5f * world.h );
+       origin[2] = 0.0f;
+       
+       // Lerp towards target
+       size_current = vg_lerpf( size_current, size, vg_time_delta * 6.0f );
+       v2_lerp( origin_current, origin, vg_time_delta * 6.0f, origin_current ); 
+       
+       m3x3_projection( m_projection, -size_current, size_current, -size_current*r1, size_current*r1 );
+       m3x3_identity( m_view );
+       m3x3_translate( m_view, origin_current );
+       m3x3_mul( m_projection, m_view, vg_pv );
+       vg_projection_update();
+       
+       // Mouse input
+       // ========================================================================================================
+       v2_copy( vg_mouse_ws, world.tile_pos );
+       
+       world.tile_x = floorf( world.tile_pos[0] );
+       world.tile_y = floorf( world.tile_pos[1] );
 
-       for( int y = py0; y < py1; y ++ )
+       // Tilemap
+       // ========================================================================================================
+       if( !is_simulation_running() && !gui_want_mouse() )
        {
-               for( int x = px0; x < px1; x ++ )
+               v2_copy( vg_mouse_ws, world.drag_to_co );
+               
+               if( cell_interactive( (v2i){ world.tile_x, world.tile_y } ))
                {
-                       struct cell *cell = pcell((v2i){x,y});
-
-                       v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
+                       world.selected = world.tile_y * world.w + world.tile_x;
                        
-                       u8 height = 0;
-                       u8 config = 0x00;
+                       static u32 modify_state = 0;
                        
-                       if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
+                       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) )
                        {
-                               for( int i = 0; i < vg_list_size( dirs ); i ++ )
+                               cell_ptr->state &= ~FLAG_CANAL;
+                               cell_ptr->state |= modify_state;
+                               
+                               if( cell_ptr->state & FLAG_CANAL )
                                {
-                                       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( 
-                               (
-                                       ((cell->state & FLAG_IS_TRIGGER) && (cell->config == 0xF || cell->config == k_cell_type_split)) || 
-                                       ((cell->state & FLAG_TARGETED) && (cell->config != k_cell_type_split)) 
-                               ) && update_texbuffer
-                       ){
-                               cell->state &= ~(FLAG_TARGETED|FLAG_IS_TRIGGER);
-                               for( u32 i = 0; i < 2; i ++ )
-                               {
-                                       if( cell->links[i] )
-                                       {
-                                               struct cell *other_ptr = &world.data[ cell->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;
-                                       }
-                               }
-                               
-                               cell->links[0] = 0;
-                               cell->links[1] = 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 );
-       }
-}
-
-u16 id_drag_from = 0;
-v2f drag_from_co;
-v2f drag_to_co;
-
-void vg_update(void)
-{
-       // Fit within screen
-
-       float r1 = (float)vg_window_y / (float)vg_window_x,
-                       r2 = (float)world.h / (float)world.w,
-                       size;
-       
-       size = ( r2 < r1? (float)world.w * 0.5f: ((float)world.h * 0.5f) / r1 ) + 2.5f; 
-       m3x3_projection( m_projection, -size, size, -size*r1, size*r1 );
-       
-       v3f origin;
-       origin[0] = floorf( -0.5f * world.w );
-       origin[1] = floorf( -0.5f * world.h );
-       origin[2] = 0.0f;
-       
-       m3x3_identity( m_view );
-       m3x3_translate( m_view, origin );
-       m3x3_mul( m_projection, m_view, vg_pv );
-       vg_projection_update();
-       
-       // Input stuff
-       v2_copy( vg_mouse_ws, world.tile_pos );
-       
-       world.tile_x = floorf( world.tile_pos[0] );
-       world.tile_y = floorf( world.tile_pos[1] );
-
-       // Tilemap editing
-       if( !world.simulating && !gui_want_mouse() )
-       {
-               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 )
-                               {
-                                       cell_ptr->links[0] = 0;
-                                       cell_ptr->links[1] = 0;
-                                       
-                                       sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 );
-                                       world.score ++;
+                                       cell_ptr->links[0] = 0;
+                                       cell_ptr->links[1] = 0;
+                                       
+                                       sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 );
+                                       world.score ++;
                                }
                                else
                                {                                       
@@ -1310,22 +1278,44 @@ void vg_update(void)
                                                                                (v2i){ world.tile_x +2, world.tile_y +2 }, 1 );
                        }
                        
-                       if( vg_get_button_down("secondary") && !(cell_ptr->config == k_cell_type_split) )
+                       if( vg_get_button_down("secondary") && (cell_ptr->state & FLAG_CANAL) && !(cell_ptr->config == k_cell_type_split) )
+                       {
+                               world.id_drag_from = world.selected;
+                       
+                               struct cell_description *desc = &cell_descriptions[ world.data[world.id_drag_from].config ];
+                               v2_add( desc->trigger_pos, (v2f){ world.tile_x, world.tile_y }, world.drag_from_co );
+                       }
+                       
+                       float local_x = vg_mouse_ws[0] - (float)world.tile_x;
+                       
+                       if( vg_get_button_up("secondary") && world.id_drag_from == world.selected )
                        {
-                               id_drag_from = world.selected;
-                               drag_from_co[0] = world.tile_x + 0.5f;
-                               drag_from_co[1] = world.tile_y + 0.5f;
+                               u32 link_id = cell_ptr->links[ 0 ]? 0: 1;
+                               
+                               // break existing connection off
+                               if( cell_ptr->links[ link_id ] )
+                               {
+                                       struct cell *current_connection = &world.data[ cell_ptr->links[ link_id ]];
+                                       
+                                       if( !current_connection->links[ link_id ^ 0x1 ] )
+                                               current_connection->state &= ~FLAG_TARGETED;
+                                       
+                                       current_connection->links[ link_id ] = 0;
+                                       cell_ptr->links[ link_id ] = 0;
+                               }
+                               
+                               cell_ptr->state &= ~FLAG_IS_TRIGGER;
+                               world.id_drag_from = 0;
                        }
                        
-                       if( id_drag_from && (cell_ptr->config == k_cell_type_split) )
+                       else if( world.id_drag_from && (cell_ptr->state & FLAG_CANAL) && (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;
+                               world.drag_to_co[0] = (float)world.tile_x + (local_x > 0.5f? 0.75f: 0.25f);
+                               world.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];
+                                       struct cell *drag_ptr = &world.data[world.id_drag_from];
                                        u32 link_id = local_x > 0.5f? 1: 0;
                                        
                                        // Cleanup existing connections
@@ -1351,63 +1341,51 @@ void vg_update(void)
                                        }
                                        
                                        // Create the new connection
-                                       vg_success( "Creating connection on link %u (%hu)\n", link_id, id_drag_from );
+                                       vg_success( "Creating connection on link %u (%hu)\n", link_id, world.id_drag_from );
                                                
-                                       cell_ptr->links[ link_id ] = id_drag_from;
+                                       cell_ptr->links[ link_id ] = world.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;
+                                       world.id_drag_from = 0;
                                }
                        }
                }
                else
+               {
                        world.selected = -1;
+               }
                        
-               if( !(vg_get_button("secondary") && id_drag_from) )
-                       id_drag_from = 0;
+               if( !(vg_get_button("secondary") && world.id_drag_from) )
+                       world.id_drag_from = 0;
        }
        else
        {
                world.selected = -1;
-               id_drag_from = 0;
+               world.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;
-                       world.sim_speed = 2.5f;
-                       
-                       for( int i = 0; i < world.w*world.h; i ++ )
-                               world.data[ i ].state &= ~FLAG_FLIP_FLOP;
-                       
-                       io_reset();
-               }
-       }
-
-       // Fish ticks
-       if( world.simulating )
+       // Marble state updates
+       // ========================================================================================================
+       if( is_simulation_running() )
        {       
-               while( world.sim_frame < (int)((vg_time-world.sim_start)*world.sim_speed) )
+               float old_time = world.sim_internal_time;
+       
+               if( !world.buttons[ k_world_button_pause ].pressed )
+                       world.sim_internal_time = world.sim_internal_ref + (vg_time-world.sim_delta_ref) * world.sim_delta_speed;
+               else
+                       world.sim_internal_time = vg_lerpf( world.sim_internal_time, world.sim_internal_ref + world.pause_offset_target, vg_time_delta*15.0f );
+               world.sim_internal_delta = world.sim_internal_time-old_time;
+               
+               world.sim_target = (int)floorf(world.sim_internal_time);
+               
+               int success_this_frame = 0;
+               int failure_this_frame = 0;
+               
+               while( world.sim_frame < world.sim_target )
                {
-                       //vg_info( "frame: %u\n", world.sim_frame );
-                       sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 9 );
+                       sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 8 );
 
                        // Update splitter deltas
                        for( int i = 0; i < world.h*world.w; i ++ )
@@ -1448,17 +1426,27 @@ void vg_update(void)
                                                {
                                                        struct cell_terminal *term = &world.io[j];
                                                        
-                                                       if( term->id == fish->pos[1]*world.w + fish->pos[0] )
+                                                       if( v2i_eq( term->pos, fish->pos ) )
                                                        {
                                                                struct terminal_run *run = &term->runs[ world.sim_run ];
                                                                if( run->recv_count < vg_list_size( run->recieved ) )
+                                                               {
+                                                                       if( fish->payload == run->conditions[ run->recv_count ] )
+                                                                               success_this_frame = 1;
+                                                                       else
+                                                                               failure_this_frame = 1;
+                                                               
                                                                        run->recieved[ run->recv_count ++ ] = fish->payload;
+                                                               }
+                                                               else
+                                                                       failure_this_frame = 1;
                                                                
                                                                break;
                                                        }
                                                }
                                                
                                                fish->state = k_fish_state_dead;
+                                               fish->death_time = -1000.0f;
                                                continue;
                                        }
                                        
@@ -1501,7 +1489,10 @@ void vg_update(void)
                                                        if( cell_next->config == k_cell_type_merge )
                                                        {
                                                                if( fish->dir[0] == 0 )
+                                                               {
                                                                        fish->state = k_fish_state_dead;
+                                                                       fish->death_time = world.sim_internal_time;
+                                                               }
                                                                else
                                                                        fish->flow_reversed = 0;
                                                        }
@@ -1517,7 +1508,10 @@ void vg_update(void)
                                                                                fish->flow_reversed = 0;
                                                                        }
                                                                        else
+                                                                       {
                                                                                fish->state = k_fish_state_dead;
+                                                                               fish->death_time = world.sim_internal_time;
+                                                                       }
                                                                }
                                                                else
                                                                        fish->flow_reversed = ( fish->dir[0] != -desc->start[0] || 
@@ -1525,7 +1519,15 @@ void vg_update(void)
                                                        }
                                                }
                                                else
-                                                       fish->state = world_check_pos_ok( fish->pos )? k_fish_state_bg: k_fish_state_dead;
+                                               {
+                                                       if( world_check_pos_ok( fish->pos ) )
+                                                               fish->state = k_fish_state_bg;
+                                                       else
+                                                       {
+                                                               fish->state = k_fish_state_dead;
+                                                               fish->death_time = world.sim_internal_time;     
+                                                       }
+                                               }
                                        }
                                        
                                        //v2i_add( fish->pos, fish->dir, fish->pos );
@@ -1535,7 +1537,10 @@ void vg_update(void)
                                        v2i_add( fish->pos, fish->dir, fish->pos );
                                        
                                        if( !world_check_pos_ok( fish->pos ) )
+                                       {
                                                fish->state = k_fish_state_dead;
+                                               fish->death_time = -1000.0f;
+                                       }
                                        else
                                        {
                                                struct cell *cell_entry = pcell( fish->pos );
@@ -1583,11 +1588,6 @@ void vg_update(void)
                                        if( cell_current->state & FLAG_IS_TRIGGER )
                                        {
                                                int trigger_id = cell_current->links[0]?0:1;
-                                               int connection_id = cell_current->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_current->links[trigger_id] ];
                                                
@@ -1640,7 +1640,7 @@ void vg_update(void)
                                                                sw_set_achievement( "BANG" );
                                                        
                                                                // Shatter death (+0.5s)
-                                                               float death_time = collide_this_frame? 0.0f: 0.5f;
+                                                               float death_time = world.sim_internal_time + ( collide_this_frame? 0.0f: 0.5f );
                                                                
                                                                fi->state = k_fish_state_soon_dead;
                                                                fj->state = k_fish_state_soon_dead;
@@ -1661,19 +1661,21 @@ void vg_update(void)
                        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;
+                               int is_input = pcell(term->pos)->state & FLAG_INPUT;
                                
                                if( is_input )
                                {
                                        if( world.sim_frame < term->runs[ world.sim_run ].condition_count )
                                        {
+                                               char emit = term->runs[ world.sim_run ].conditions[ world.sim_frame ];
+                                               if( emit == ' ' )
+                                                       continue;
+                                       
                                                struct fish *fish = &world.fishes[ world.num_fishes ];
-                                               fish->pos[0] = posx;
-                                               fish->pos[1] = posy;
+                                               v2i_copy( term->pos, fish->pos );
+                                               
                                                fish->state = k_fish_state_alive;
-                                               fish->payload = term->runs[ world.sim_run ].conditions[ world.sim_frame ];
+                                               fish->payload = emit;
                                                
                                                struct cell *cell_ptr = pcell( fish->pos );
                                                
@@ -1698,7 +1700,7 @@ void vg_update(void)
                                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;
+                                       int is_input = pcell(term->pos)->state & FLAG_INPUT;
                                        
                                        if( !is_input )
                                        {
@@ -1730,9 +1732,20 @@ void vg_update(void)
                                                vg_success( "Run passed, starting next\n" );
                                                world.sim_run ++;
                                                world.sim_frame = 0;
-                                               world.sim_start = vg_time;
+                                               world.sim_target = 0;
                                                world.num_fishes = 0;
                                                
+                                               // Reset timing reference points
+                                               world.sim_delta_ref = vg_time;
+                                               world.sim_internal_ref = 0.0f;
+                                               
+                                               if( world.buttons[ k_world_button_pause ].pressed )
+                                                       world.pause_offset_target = 0.5f;
+                                               else
+                                                       world.pause_offset_target = 0.0f;
+                                               
+                                               world.sim_internal_time = 0.0f;
+                                               
                                                for( int i = 0; i < world.w*world.h; i ++ )
                                                        world.data[ i ].state &= ~FLAG_FLIP_FLOP;
                                                
@@ -1749,6 +1762,12 @@ void vg_update(void)
                                                
                                                world.score = score;
                                                world.time = world.sim_frame;
+                                               
+                                               // Copy into career data
+                                               if( world.pCmpLevel )
+                                               {
+                                                       career_pass_level( world.pCmpLevel, world.score, 1 );
+                                               }
                                        }
                                }
                                else
@@ -1759,26 +1778,33 @@ void vg_update(void)
                                        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?
+                               simulation_stop();
                                break;
                        }
                        
                        world.sim_frame ++;
                }
                
-               float scaled_time = 0.0f;
-               scaled_time = (vg_time-world.sim_start)*world.sim_speed;
-               world.frame_lerp = scaled_time - (float)world.sim_frame;
+               // Sounds
+               if( failure_this_frame )
+               {
+                       sfx_set_play( &audio_tones, &audio_system_balls_extra, 0 );
+               }
+               else if( success_this_frame )
+               {
+                       static int succes_counter = 0;
+                       
+                       sfx_set_play( &audio_tones, &audio_system_balls_extra, 1+(succes_counter++) );
+                       
+                       if( succes_counter == 7 )
+                               succes_counter = 0;
+               }
+               
+               // Position update
+               // =====================================================================================================
+               
+               world.frame_lerp = world.sim_internal_time - floorf( world.sim_internal_time );
                
-               // Update positions
                for( int i = 0; i < world.num_fishes; i ++ )
                {
                        struct fish *fish = &world.fishes[i];
@@ -1786,7 +1812,7 @@ void vg_update(void)
                        if( fish->state == k_fish_state_dead )
                                continue;
                        
-                       if( fish->state == k_fish_state_soon_dead && (world.frame_lerp > fish->death_time) )
+                       if( fish->state == k_fish_state_soon_dead && (world.sim_internal_time > fish->death_time) )
                                continue; // Todo: particle thing?
                                
                        struct cell *cell = pcell(fish->pos);
@@ -1852,10 +1878,16 @@ void vg_update(void)
                                fish->physics_co[0] = origin[0] + (float)fish->dir[0]*t;
                                fish->physics_co[1] = origin[1] + (float)fish->dir[1]*t;
                        }
+                       
+                       v2_sub( fish->physics_co, fish->physics_v, fish->physics_v );
+                       v2_divs( fish->physics_v, world.sim_internal_delta, fish->physics_v );
                }
        }
 }
 
+void leaderboard_found( LeaderboardFindResult_t *pCallback );
+void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback );
+
 static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour )
 {
        v2i full_start = { 0,0 };
@@ -1905,97 +1937,309 @@ static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f cons
        }
 }
 
-static void draw_numbers( v3f coord, int number )
+static void wbutton_run( enum e_world_button btn_name, v2f btn_tex )
 {
-       v3f pos;
-       v3_copy( coord, pos );
-       int digits[8]; int i = 0;
-       
-       while( number > 0 && i < 8 )
-       {               
-               digits[i ++] = number % 10;
-               number = number / 10;
-       }
+       static v3f button_colours[] = {
+               {0.204f, 0.345f, 0.553f},
+               {0.204f, 0.345f, 0.553f},
+               {0.553f, 0.345f, 0.204f},
+               {1.0f, 0.0f, 0.0f}
+       };
+
+       struct cell_button *btn = &world.buttons[btn_name];
+       
+       // Interaction
+       int tex_offset = 0;
        
-       for( int j = 0; j < i; j ++ )
+       int is_hovering = (world.tile_x == world.w-1 && world.tile_y == world.h-btn_name-2)?1:0;        
+       if( vg_get_button_up( "primary" ) && is_hovering )
        {
-               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;
+               // Click event
+               if( btn_name == k_world_button_sim )
+               {
+                       if( world.buttons[ k_world_button_pause ].pressed )
+                       {
+                               if( !btn->pressed )
+                               {
+                                       btn->pressed = 1;
+                                       simulation_start();
+                                       
+                                       world.pause_offset_target = 0.5f;
+                               }
+                               else
+                                       world.pause_offset_target += 1.0f;
+                       }
+                       else
+                       {
+                               btn->pressed ^= 0x1;
+                               
+                               if( btn->pressed )
+                                       simulation_start();
+                               else
+                                       simulation_stop();
+                       }
+               }
+               else if( btn_name == k_world_button_pause )
+               {
+                       btn->pressed ^= 0x1;
+               
+                       world.sim_internal_ref = world.sim_internal_time;
+                       world.sim_delta_ref = vg_time;
+                       
+                       if( btn->pressed )
+                       {
+                               float time_frac = world.sim_internal_time-floorf(world.sim_internal_time);
+                               world.pause_offset_target = 0.5f - time_frac;
+                       }
+                       else
+                               world.pause_offset_target = 0.0f;
+               }
+               else if( btn_name == k_world_button_speedy )
+               {
+                       btn->pressed ^= 0x1;
+                       
+                       world.sim_delta_speed = btn->pressed? 10.0f: 2.5f;
+                       world.sim_delta_ref = vg_time;
+                       world.sim_internal_ref = world.sim_internal_time;
+               }
+               else
+               {
+                       btn->pressed ^= 0x1;
+               }
+               
+               sfx_set_play( &audio_clicks, &audio_system_ui, btn->pressed?1:0 );
        }
-}
-
-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!
-       // ======================================================================
+       // Drawing
+       if( btn->pressed ) 
+       {
+               if( is_hovering )
+               {
+                       btn->light_target = 0.9f;
+               }
+               else
+               {
+                       if( btn_name == k_world_button_sim && world.buttons[ k_world_button_pause ].pressed )
+                               btn->light_target = fabsf(sinf( vg_time * 2.0f )) * 0.3f + 0.3f;
+                       else
+                               btn->light_target = 0.8f;
+               }
+       }
+       else 
+       {
+               btn->light_target = is_hovering? 0.2f: 0.0f;
+       }
 
-       use_mesh( &world.tile );
-       
-       // Draw background
+       if( vg_get_button( "primary" ) && is_hovering )
+               btn->light_target = 1.0f;
        
-       if(1){
+       btn->light = vg_lerpf( btn->light, btn->light_target, vg_time_delta*26.0f );
        
-       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 );
+       // Draw
+       if( btn_name == k_world_button_sim && world.buttons[ k_world_button_sim ].pressed )
+       {
+               if( world.buttons[ k_world_button_pause ].pressed )
+                       tex_offset = 3;
+               else
+                       tex_offset = 2;
+       }
        
-       glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 );
-       glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.02f );
+       v4f final_colour;
+       v3_copy( button_colours[ btn_name ], final_colour );
+       final_colour[3] = btn->light;
        
-       glActiveTexture( GL_TEXTURE1 );
-       glBindTexture( GL_TEXTURE_2D, world.random_samples );
-       glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 );
+       glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ), 
+               world.w-1, 
+               world.h-btn_name-2, 
+               (float)(btn_tex[0]+tex_offset), 
+               btn_tex[1]
+       );
+       glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, final_colour );
        
        draw_mesh( 0, 2 );
+}
 
-       }
-       
-       
-       // Level title
-       ui_begin( &ui_global_ctx, 512, 256 );
-       
-       ui_global_ctx.override_colour = 0xff9a8a89;
-       //ui_text( &ui_global_ctx, world.map_title, 6, 0 );
-       ui_global_ctx.override_colour = 0xffffffff;
-       
-       ui_resolve( &ui_global_ctx );
-       
-       m3x3f world_text;
-       m3x3_copy( vg_pv, world_text );
-       m3x3_translate( world_text, (v3f){ 1.55f, 1.9f, 0.0f } );
-       m3x3_rotate( world_text, VG_PIf*0.5f );
-       m3x3_scale( world_text, (v3f){0.01f,-0.01f,0.01f} );
-       
-       ui_draw( &ui_global_ctx, world_text );
-       
-       // Main
-       // =========================================================================================
-       
-       use_mesh( &world.tile );
-       SHADER_USE( shader_tile_main );
+static void wbutton_draw( v2i pos, v2f tex, v4f colour )
+{
+       glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ), 
+               pos[0], 
+               pos[1], 
+               tex[0], 
+               tex[1] 
+       );
+       glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, colour );
+       draw_mesh( 0, 2 );
+}
 
-       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 );
+static void level_selection_buttons(void)
+{
+       v3f tutorial_colour = { 0.204f, 0.345f, 0.553f };
+       v3f locked_colour = { 0.2f, 0.2f, 0.2f };
+
+       struct button_grid
+       {
+               v3f primary_colour;
+               v2i origin;
+               v2i dims;
+               struct cmp_level *levels;
+               int count;
+       }
+       grids[] = 
+       {
+               {
+                       .primary_colour = { 0.204f, 0.345f, 0.553f },
+                       .origin = { -1, 2 },
+                       .dims = { 1, 4 },
+                       .levels = cmp_levels_tutorials,
+                       .count = vg_list_size( cmp_levels_tutorials )
+               },
+               {
+                       .primary_colour = { 0.304f, 0.245f, 0.553f },
+                       .origin = { -5, 2 },
+                       .dims = { 3, 6 },
+                       .levels = cmp_levels_basic,
+                       .count = vg_list_size( cmp_levels_basic )
+               },
+               {
+                       .primary_colour = { 0.553f, 0.345f, 0.204f },
+                       .origin = { -4, 0 },
+                       .dims = { 4, 1 },
+                       .levels = cmp_levels_grad,
+                       .count = vg_list_size( cmp_levels_grad )
+               }
+       };
+       
+       v2f tex_coord = { 0.0f, 0.0f };
+       v4f final_colour = { 0.0f, 0.0f, 0.0f, 0.2f };
+       v2i button_pos;
+       static struct cmp_level *select_from = NULL;
+       struct cmp_level *switch_level_to = NULL;
+       
+       if( vg_get_button_down( "primary" ) )
+               select_from = NULL;
+       
+       for( int i = 0; i < vg_list_size( grids ); i ++ )
+       {
+               struct button_grid *grid = &grids[i];
+               
+               int j = 0;
+               
+               for( int x = 0; x < grid->dims[0]; x ++ )
+               {
+                       for( int y = 0; y < grid->dims[1]; y ++ )
+                       {
+                               if( j < grid->count )
+                               {
+                                       struct cmp_level *lvl = &grid->levels[ j ];
+                                       
+                                       // Determine colour
+                                       if( lvl->unlocked )
+                                       {
+                                               if( lvl->is_tutorial )
+                                                       v3_copy( tutorial_colour, final_colour );
+                                               else
+                                                       v3_copy( grid->primary_colour, final_colour );
+                                                       
+                                               if( lvl->completed_score )
+                                                       final_colour[3] = 0.8f;
+                                               else
+                                                       final_colour[3] = 0.2f;
+                                       }
+                                       else v3_copy( locked_colour, final_colour );
+                                       
+                                       v2i_add( grid->origin, (v2i){ x,y }, button_pos );
+                                       int is_hovering = v2i_eq( (v2i){world.tile_x, world.tile_y}, button_pos );
+                               
+                                       if( is_hovering )
+                                       {
+                                               final_colour[3] += 0.1f;
+                                               
+                                               // Up click
+                                               if( vg_get_button_up( "primary" ) )
+                                                       if( select_from == lvl && lvl->unlocked )
+                                                       {
+                                                               switch_level_to = lvl;
+                                                               sfx_set_play( &audio_clicks, &audio_system_ui, 1 );
+                                                       }
+                                               
+                                               // Start click
+                                               if( vg_get_button_down( "primary" ) )
+                                                       select_from = lvl;
+                                               
+                                               if( vg_get_button( "primary" ) )
+                                                       final_colour[3] += 0.2f;
+                                       }
+                                       
+                                       if( world.pCmpLevel == lvl )
+                                               final_colour[3] += fabsf(sinf( vg_time * 2.0f )) * 0.2f;
+                                       
+                                       wbutton_draw( (v2i){ grid->origin[0] + x, grid->origin[1] + y }, tex_coord, final_colour );
+                               }
+                               else break;
+                               
+                               j ++;
+                       }
+               }
+       }
+       
+       if( switch_level_to )
+       {
+               if( console_changelevel( 1, &switch_level_to->map_name ) )
+               {
+                       world.pCmpLevel = switch_level_to;
+               }
+       }
+}
+
+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};
+
+       int const circle_base = 6;
+       int const filled_start = circle_base+0;
+       int const filled_count = circle_base+32;
+       int const empty_start = circle_base+32;
+       int const empty_count = circle_base+32*2;
+       
+       if( !world.initialzed )
+               return;
+       
+       // BACKGROUND
+       // ========================================================================================================
+       use_mesh( &world.shapes );
+       
+       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 );
+       
+       // TILESET BACKGROUND LAYER
+       // ========================================================================================================
+       use_mesh( &world.shapes );
+       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 );
        
@@ -2012,37 +2256,54 @@ void vg_render(void)
        
        render_tiles( NULL, NULL, colour_default, colour_default );
        
-
-       
+       // MARBLES
+       // ========================================================================================================
        SHADER_USE( shader_ball );
        glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
        
        vg_tex2d_bind( &tex_ball_noise, 0 );
        glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
        
-       // Draw 'fish'
-       if( world.simulating )
+       if( get_wbutton( k_world_button_sim )->pressed )
        {
                for( int i = 0; i < world.num_fishes; i ++ )
                {
                        struct fish *fish = &world.fishes[i];
+                       v3f render_pos;
+                       render_pos[2] = 1.0f;
                        
-                       if( fish->state == k_fish_state_dead || fish->state == k_fish_state_bg )
+                       if( fish->state == k_fish_state_dead || fish->state == k_fish_state_soon_dead )
+                       {
+                               float death_anim_time = world.sim_internal_time - fish->death_time;
+                               
+                               // Death animation
+                               if( death_anim_time > 0.0f && death_anim_time < 1.0f )
+                               {
+                                       float amt = 1.0f-death_anim_time*death_anim_time;
+                               
+                                       v2_muladds( fish->physics_co, fish->physics_v, -1.0f * world.sim_internal_delta * amt, fish->physics_co );
+                                       render_pos[2] = amt;
+                               }
+                               else if( world.sim_internal_time > fish->death_time )
+                                       continue;
+                       }
+                       else if( fish->state == k_fish_state_bg )
                                continue;
                        
-                       if( fish->state == k_fish_state_soon_dead && (world.frame_lerp > fish->death_time) )
-                               continue;
+                       v2_copy( fish->physics_co, render_pos );
                        
                        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 );
+                       glUniform3fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, render_pos );
                        glUniform2f( SHADER_UNIFORM( shader_ball, "uTexOffset" ), (float)i * 1.2334, (float)i * -0.3579f );
                        draw_mesh( 0, 2 );
                }
        }
        
+       // TILESET FOREGROUND LAYER
+       // ========================================================================================================
        SHADER_USE( shader_tile_main );
 
        // Bind textures
@@ -2089,15 +2350,21 @@ void vg_render(void)
                                        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 );
+                                       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) && !id_drag_from )
+       // EDIT OVERLAY
+       // ========================================================================================================
+       if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) && !world.id_drag_from )
        {
                v2i new_begin = { world.tile_x - 2, world.tile_y - 2 };
                v2i new_end = { world.tile_x + 2, world.tile_y + 2 };
@@ -2116,27 +2383,49 @@ void vg_render(void)
                map_reclassify( new_begin, new_end, 0 );
        }
        
-       //glDisable(GL_BLEND);
+       // BUTTONS
+       // ========================================================================================================
+       SHADER_USE( shader_buttons );
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_buttons, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
        
-       // Draw connecting wires
-       glDisable(GL_BLEND);
+       vg_tex2d_bind( &tex_buttons, 0 );
+       glUniform1i( SHADER_UNIFORM( shader_buttons, "uTexMain" ), 0 );
+       
+       wbutton_run( k_world_button_sim, (v2f){ 0.0f, 3.0f } );
+       wbutton_run( k_world_button_pause, (v2f){ 1.0f, 3.0f } );
+       wbutton_run( k_world_button_speedy, (v2f){ 0.0f, 2.0f } );
+       
+       level_selection_buttons();
+       
+       // WIRES
+       // ========================================================================================================
+       //glDisable(GL_BLEND);
 
        SHADER_USE( shader_wire );
        glBindVertexArray( world.wire.vao );
 
        glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
-       glUniform4f( SHADER_UNIFORM( shader_wire, "uColour" ), 0.2f, 0.2f, 0.2f, 1.0f );
        
-       if( id_drag_from )
+       v4f const wire_left_colour = { 0.5f, 0.5f, 0.5f, 1.0f };
+       v4f const wire_right_colour = { 0.2f, 0.2f, 0.2f, 1.0f };
+       v4f const wire_drag_colour = { 0.2f, 0.2f, 0.2f, 0.6f };
+       
+       glUniform1f( SHADER_UNIFORM( shader_wire, "uTime" ), world.frame_lerp );
+       glUniform1f( SHADER_UNIFORM( shader_wire, "uGlow" ), 0.0f );
+       
+       if( world.id_drag_from )
        {
+               glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, wire_drag_colour );
                glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f );
-               glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), drag_from_co[0], drag_from_co[1], 0.06f );
-               glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), drag_to_co[0], drag_to_co[1], 0.06f );
+               glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), world.drag_from_co[0], world.drag_from_co[1], 0.20f );
+               glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), world.drag_to_co[0], world.drag_to_co[1], 0.20f );
                glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
        }
        
+       // Pulling animation
        float rp_x1 = world.frame_lerp*9.0f;
-       float rp_x2 = 1.0f-rp_x1*expf(1.0f-rp_x1)* 0.36f;
+       float rp_xa = rp_x1*expf(1.0f-rp_x1)* 0.36f;
+       float rp_x2 = 1.0f-rp_xa;
        
        for( int y = 2; y < world.h-2; y ++ )
        {
@@ -2148,6 +2437,8 @@ void vg_render(void)
                        {
                                if( cell->state & FLAG_IS_TRIGGER )
                                {
+                                       struct cell_description *desc = &cell_descriptions[ cell->config ];
+                               
                                        int trigger_id = cell->links[0]?0:1;
                                        
                                        int x2 = cell->links[trigger_id] % world.w;
@@ -2159,59 +2450,171 @@ void vg_render(void)
                                        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;
+                                       endpoint[0] = x;
+                                       endpoint[1] = y;
                                        
+                                       v2_add( desc->trigger_pos, endpoint, endpoint );
+                                       
+                                       glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, trigger_id? wire_right_colour: wire_left_colour );
                                        glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), cell->state & FLAG_TRIGGERED? rp_x2 * 0.4f: 0.4f );
-                                       glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), startpoint[0], startpoint[1], 0.04f );
-                                       glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), endpoint[0], endpoint[1], 0.04f );
+                                       glUniform1f( SHADER_UNIFORM( shader_wire, "uGlow" ), cell->state & FLAG_TRIGGERED? rp_xa: 0.0f );
+                                       glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), startpoint[0], startpoint[1], 0.18f );
+                                       glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), endpoint[0], endpoint[1], 0.18f );
                                        glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
                                }
                        }
                }
        }
-
+       
+       // WIRE ENDPOINTS
+       // ========================================================================================================
+       
        SHADER_USE( shader_tile_colour );
        glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
-       use_mesh( &world.circle );
+       use_mesh( &world.shapes );
+       
+       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 )
+                               {
+                                       struct cell_description *desc = &cell_descriptions[ cell->config ];
+                               
+                                       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 pts[2];
+                                       
+                                       pts[0][0] = (float)x2 + (trigger_id? 0.75f: 0.25f);
+                                       pts[0][1] = (float)y2 + 0.25f;
+                                       
+                                       pts[1][0] = x;
+                                       pts[1][1] = y;
+                                       
+                                       v2_add( desc->trigger_pos, pts[1], pts[1] );
+                                       
+                                       glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 
+                                                       1, trigger_id? wire_right_colour: wire_left_colour );
+                                       
+                                       for( int i = 0; i < 2; i ++ )
+                                       {
+                                               glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 
+                                                       pts[i][0],
+                                                       pts[i][1], 
+                                                       0.08f 
+                                               );
+                                               draw_mesh( filled_start, filled_count );        
+                                       }
+                               }
+                       }
+               }
+       }
+       
+       // SUB SPLITTER DIRECTION
+       // ========================================================================================================
+       
+       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.9f, 0.35f, 0.1f, 0.75f );
+       
+       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});
 
-       int const filled_start = 0;
-       int const filled_count = 32;
-       int const empty_start = 32;
-       int const empty_count = 32*2;
+                       if( cell->state & FLAG_CANAL && cell->state & FLAG_TARGETED && cell->config == k_cell_type_split )
+                       {
+                               glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), x, y, 1.0f );
+                               draw_mesh( cell->state & FLAG_FLIP_FLOP? 5: 4, 1 );
+                       }
+               }
+       }
+       
+       // I/O ARRAYS
+       // ========================================================================================================
+       
+       //glEnable(GL_BLEND);
        
-       // 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;
+               int is_input = pcell(term->pos)->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 arr_base   = is_input? 1.2f: -0.2f, 
+                                       run_offset = (is_input? 0.2f: -0.2f) * (float)k, 
+                                       y_position = is_input? 
+                                               (arr_base + (float)term->pos[1] + (float)(term->run_count-1)*0.2f) - run_offset:
+                                               (float)term->pos[1] + arr_base + run_offset;
+                       
+                       v4f bar_colour;
+                       int bar_draw = 0;
+                       
+                       if( is_simulation_running() )
                        {
-                               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( k == world.sim_run )
+                               {
+                                       float a = fabsf(sinf( vg_time * 2.0f )) * 0.075f + 0.075f;
+                                       
+                                       v4_copy( (v4f){ 1.0f, 1.0f, 1.0f, a }, bar_colour );
+                               }
+                               else
+                                       v4_copy( (v4f){ 0.0f, 0.0f, 0.0f, 0.13f }, bar_colour );
                                
+                               bar_draw = 1;
+                       }
+                       else if( 1 || k & 0x1 )
+                       {
+                               if( k & 0x1 )
+                                       v4_copy( (v4f){ 1.0f, 1.0f, 1.0f, 0.07f }, bar_colour );
+                               else
+                                       v4_copy( (v4f){ 0.0f, 0.0f, 0.0f, 0.13f }, bar_colour );                        
+                                                       
+                               bar_draw = 1;
+                       }
+                       
+                       if( bar_draw )
+                       {
+                               glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, bar_colour );
+                               glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)term->pos[0], y_position - 0.1f, 1.0f );
+                               draw_mesh( 2, 2 );
+                       }
+                       
+                       for( int j = 0; j < term->runs[k].condition_count; j ++ )
+                       {
+                               glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 
+                                       (float)term->pos[0] + 0.2f + 0.2f * (float)j, 
+                                       y_position, 
+                                       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) || world.sim_run > k )
-                                               draw_mesh( empty_start, empty_count );
-                                       else
-                                               draw_mesh( filled_start, filled_count );
+                                       char cc = term->runs[k].conditions[j];
+                                       if( cc != ' ' )
+                                       {                                       
+                                               colour_code_v3( cc, 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) || 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 );
@@ -2230,20 +2633,17 @@ void vg_render(void)
                }
        }
        
-       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 );
-       }
+       glDisable(GL_BLEND);
        
        // 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 );
+       */
 }
 
 static ui_colourset flcol_list_a = {
@@ -2278,7 +2678,31 @@ static ui_colourset flcol_list_locked = {
 static struct
 {
        SteamLeaderboard_t steam_leaderboard;
-       int leaderboard_matches;
+       int leaderboard_show;
+       
+       struct leaderboard_player
+       {
+               // Internal
+               u64_steamid id;
+               i32 score;
+               int is_local_player;
+               
+               // To be displayed
+               char score_text[ 16 ];
+               char player_name[ 48 ];
+               GLuint texture;                 // Not dynamic
+       }
+       leaderboard_players[10];
+       int leaderboard_count;
+       
+       struct
+       {
+               struct cmp_level *level;
+               
+               i32 score;
+               int is_waiting;
+       }
+       upload_request;
        
        struct cmp_level *level_selected;
 } 
@@ -2286,6 +2710,7 @@ ui_data;
 
 void vg_ui(void)
 {
+       /*
        // UI memory
        static int pack_selection = 0;
        static struct pack_info
@@ -2325,9 +2750,9 @@ void vg_ui(void)
        gui_new_node();
        {
                gui_capture_mouse( 9999 );
-               gui_fill_rect( ui_global_ctx.cursor, 0xff5577ff );
+               gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
                
-               gui_text( "ASSIGNMENTS", 8, 0 );
+               gui_text( "ASSIGNMENTS", 32, 0 );
                
                ui_global_ctx.cursor[1] += 30;
                ui_global_ctx.cursor[3] = 25;
@@ -2339,14 +2764,16 @@ void vg_ui(void)
                        
                        for( int i = 0; i < 3; i ++ )
                        {
-                               if( i == pack_selection )
+                               int pack_is_unlocked = pack_infos[i].levels[0].unlocked;
+                       
+                               if( i == pack_selection || !pack_is_unlocked )
                                        gui_override_colours( &flcol_list_locked );
-
-                               if( gui_button( 2000 + i ) == k_button_click )
+                               
+                               if( gui_button( 2000 + i ) == k_button_click && pack_is_unlocked )
                                        pack_selection = i;
                                
                                ui_global_ctx.cursor[1] += 2;
-                               gui_text( pack_infos[i].name, 4, 0 );
+                               gui_text( pack_is_unlocked? pack_infos[i].name: "???", 24, 0 );
                                gui_end_right();
                                
                                gui_reset_colours();
@@ -2360,8 +2787,7 @@ void vg_ui(void)
                {
                        struct cmp_level *levels = pack_infos[ pack_selection ].levels;
                        int count = pack_infos[ pack_selection ].level_count;
-                       int unlocked = 3000;
-               
+
                        static struct ui_scrollbar sb = {
                                .bar_height = 400
                        };
@@ -2397,7 +2823,7 @@ void vg_ui(void)
                                {
                                        struct cmp_level *lvl_info = &levels[i];
                                
-                                       if( i < unlocked )
+                                       if( lvl_info->unlocked )
                                        {
                                                if( lvl_info->completed_score != 0 )
                                                        gui_override_colours( i&0x1? &flcol_list_complete_a: &flcol_list_complete_b );
@@ -2407,28 +2833,30 @@ void vg_ui(void)
                                        else
                                                gui_override_colours( &flcol_list_locked );
                                        
-                                       if( i < unlocked )
+                                       if( lvl_info->unlocked )
                                        {
                                                if( gui_button( 2 + i ) == k_button_click )
                                                {
                                                        ui_data.level_selected = &levels[i];
-                                                       ui_data.leaderboard_matches = 0;
-                                                       sw_find_leaderboard( ui_data.level_selected->map_name );
+                                                       ui_data.leaderboard_show = 0;
+                                                       
+                                                       if( pack_selection >= 1 )
+                                                               sw_find_leaderboard( ui_data.level_selected->map_name );
                                                }
                                                
                                                ui_global_ctx.override_colour = 0xffffffff;
-                                               gui_text( lvl_info->title, 6, 0 );
+                                               gui_text( lvl_info->title, 24, 0 );
                                                ui_global_ctx.cursor[1] += 18;
-                                               gui_text( "incomplete", 4, 0 );
+                                               gui_text( lvl_info->completed_score>0? "passed": "incomplete", 24, 0 );
                                        }
                                        else
                                        {
                                                gui_button( 2 + i );
                                                
                                                ui_global_ctx.override_colour = 0xff786f6f;
-                                               gui_text( "???", 6, 0 );
+                                               gui_text( "???", 24, 0 );
                                                ui_global_ctx.cursor[1] += 18;
-                                               gui_text( "locked", 4, 0 );
+                                               gui_text( "locked", 24, 0 );
                                        }
                                        
                                        gui_end_down();
@@ -2458,7 +2886,7 @@ void vg_ui(void)
                        
                        gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
                        ui_global_ctx.cursor[1] += 4;
-                       gui_text( ui_data.level_selected->title, 6, 0 );
+                       gui_text( ui_data.level_selected->title, 24, 0 );
                        
                        ui_global_ctx.cursor[1] += 30;
                        ui_rect_pad( ui_global_ctx.cursor, 8 );
@@ -2470,14 +2898,14 @@ void vg_ui(void)
                        }
                        gui_end_down();
                        
-                       ui_text_use_paragraph( &ui_global_ctx );
+                       //ui_text_use_paragraph( &ui_global_ctx );
                        ui_global_ctx.cursor[1] += 2;
                        
-                       gui_text( ui_data.level_selected->description, 5, 0 );
-                       ui_text_use_title( &ui_global_ctx );
+                       gui_text( ui_data.level_selected->description, 16, 0 );
+                       //ui_text_use_title( &ui_global_ctx );
                        
                        // Buttons at the bottom
-                       ui_global_ctx.cursor[3] = 30;
+                       ui_global_ctx.cursor[3] = 25;
                        ui_global_ctx.cursor[2] = 80;
                        
                        gui_align_bottom();
@@ -2487,7 +2915,7 @@ void vg_ui(void)
                        {
                                ui_data.level_selected = NULL;
                        }
-                       gui_text( "Back", 6, 0 );
+                       gui_text( "BACK", 24, k_text_alignment_center );
                        gui_end();
                        
                        gui_align_right();
@@ -2498,9 +2926,12 @@ void vg_ui(void)
                                gui_override_colours( &flcol_list_locked );
                                if( gui_button( 3001 ) == k_button_click )
                                        vg_error( "UNIMPLEMENTED\n" );
-                                       
-                               gui_text( "Restore Solution", 6, 0 );
+                               
+                               ui_global_ctx.override_colour = 0xff888888;
+                               
+                               gui_text( "RESTORE SOLUTION", 24, k_text_alignment_center );
                                gui_end_right();
+                               ui_global_ctx.override_colour = 0xffffffff;
                        }
                        
                        ui_global_ctx.cursor[0] += 2;
@@ -2510,11 +2941,15 @@ void vg_ui(void)
                                gui_override_colours( &flcol_list_complete_a );
                                if( gui_button( 3002 ) == k_button_click )
                                {
-                                       console_changelevel( 1, &ui_data.level_selected->map_name );
-                                       ui_data.level_selected = NULL;
-                                       ui_data.leaderboard_matches = 0;
+                                       if( console_changelevel( 1, &ui_data.level_selected->map_name ) )
+                                       {
+                                               world.pCmpLevel = ui_data.level_selected;
+
+                                               ui_data.level_selected = NULL;
+                                               ui_data.leaderboard_show = 0;
+                                       }
                                }
-                               gui_text( "Play", 6, 0 );
+                               gui_text( "PLAY", 24, k_text_alignment_center );
                                gui_end();
                        }
                        
@@ -2522,30 +2957,469 @@ void vg_ui(void)
                }
                gui_end_right();
                
-               if( ui_data.leaderboard_matches )
+               if( ui_data.leaderboard_show )
                {
                        ui_global_ctx.cursor[0] += 16;
-                       ui_global_ctx.cursor[3] = 250;
+                       ui_global_ctx.cursor[2] = 350;
+                       ui_global_ctx.cursor[3] = 25;
                        
                        // If has results
                        gui_new_node();
                        {
                                gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
+                               gui_text( "FRIEND LEADERBOARD", 24, 0 );
+                       }
+                       gui_end_down();
+                       
+                       ui_global_ctx.cursor[1] += 2;
+                               
+                       gui_new_node();
+                       {
+                               ui_global_ctx.cursor[3] = 32+8;
+                               
+                               for( int i = 0; i < ui_data.leaderboard_count; i ++ )
+                               {
+                                       gui_new_node();
+                                       {
+                                               gui_fill_rect( ui_global_ctx.cursor, i&0x1? flcol_list_a.main: flcol_list_b.main );
+
+                                               ui_global_ctx.cursor[0] += 4;
+                                               ui_global_ctx.cursor[1] += 4;                                                   
+                                               
+                                               // 1,2,3 ...
+                                               static const char *places[] = { "1", "2", "3", "4", "5", "6", "7", "8", "9", "10" };
+                                               gui_text( places[i], 24, 0 );
+                                               ui_global_ctx.cursor[0] += 32;
+                                               
+                                               struct leaderboard_player *player = &ui_data.leaderboard_players[i];
+                                               
+                                               // Players image
+                                               ui_global_ctx.cursor[2] = 32;
+                                               ui_global_ctx.cursor[3] = 32;
+                                               
+                                               gui_new_node();
+                                               {
+                                                       gui_push_image( ui_global_ctx.cursor, player->texture );
+                                               }
+                                               gui_end_right();
+                                               
+                                               // Players name
+                                               gui_text( player->player_name, 24, 0 );
+                                               
+                                               ui_global_ctx.cursor[2] = 50;
+                                               gui_align_right();
+                                               
+                                               gui_text( player->score_text, 24, k_text_alignment_right );
+                                       }
+                                       gui_end_down();
+                                       
+                                       ui_global_ctx.cursor[1] += 2;
+                               }
                        }
                        gui_end();
                }
        }
+       */
+}
+
+void leaderboard_dispatch_score(void)
+{
+#if STEAM_LEADERBOARDS
+       sw_upload_leaderboard_score( 
+               ui_data.upload_request.level->steam_leaderboard, 
+               k_ELeaderboardUploadScoreMethodKeepBest,
+               ui_data.upload_request.score,
+               NULL,
+               0
+       );
+       
+       ui_data.upload_request.is_waiting = 0;
+       
+       vg_success( "Dispatched leaderboard score\n" );
+#endif
 }
 
 void leaderboard_found( LeaderboardFindResult_t *pCallback )
 {
+#ifdef STEAM_LEADERBOARDS
        if( !pCallback->m_bLeaderboardFound )
+       {
                vg_error( "Leaderboard could not be found\n" );
-       
-       ui_data.steam_leaderboard = pCallback->m_hSteamLeaderboard;
-       ui_data.leaderboard_matches = 0;
-       
-       if( ui_data.level_selected )
-               if( !strcmp( sw_get_leaderboard_name( ui_data.steam_leaderboard ), ui_data.level_selected->map_name ) )
-                       ui_data.leaderboard_matches = 1;
+               ui_data.steam_leaderboard = 0;
+       }
+       else
+       {
+               const char *recieved_name = sw_get_leaderboard_name( pCallback->m_hSteamLeaderboard );
+               
+               // Update UI state and request entries if this callback found the current UI level
+               if( ui_data.level_selected )
+               {
+                       if( !strcmp( recieved_name, ui_data.level_selected->map_name ) )
+                       {
+                               sw_download_leaderboard_entries( pCallback->m_hSteamLeaderboard, k_ELeaderboardDataRequestFriends, 0, 8 );
+                               ui_data.level_selected->steam_leaderboard = pCallback->m_hSteamLeaderboard;
+                       }
+               }
+               
+               // Dispatch the waiting request if there was one
+               if( ui_data.upload_request.is_waiting )
+               {
+                       if( !strcmp( recieved_name, ui_data.upload_request.level->map_name ) )
+                       {
+                               ui_data.upload_request.level->steam_leaderboard = pCallback->m_hSteamLeaderboard;
+                               leaderboard_dispatch_score();
+                       }
+               }
+       }
+#endif
+}
+
+void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback )
+{
+#ifdef STEAM_LEADERBOARDS
+       // Update UI if this leaderboard matches what we currently have in view
+       if( ui_data.level_selected->steam_leaderboard == pCallback->m_hSteamLeaderboard )
+       {
+               vg_info( "Recieved %d entries\n", pCallback->m_cEntryCount );
+               ui_data.leaderboard_count = VG_MIN( pCallback->m_cEntryCount, 8 );
+               
+               u64_steamid local_player = sw_get_steamid();
+               
+               for( int i = 0; i < ui_data.leaderboard_count; i ++ )
+               {
+                       LeaderboardEntry_t entry;
+                       sw_get_downloaded_entry( pCallback->m_hSteamLeaderboardEntries, i, &entry, NULL, 0 );
+                       
+                       struct leaderboard_player *player = &ui_data.leaderboard_players[i];
+
+                       player->id = entry.m_steamIDUser.m_unAll64Bits;
+                       strncpy( player->player_name, sw_get_friend_persona_name( player->id ), vg_list_size( player->player_name )-1 );
+                       player->score = entry.m_nScore;
+                       
+                       snprintf( player->score_text, vg_list_size(player->score_text), "%d", player->score );
+                       player->texture = sw_get_player_image( player->id );
+                       
+                       if( player->texture == 0 )
+                               player->texture = tex_unkown.name;
+                               
+                       player->is_local_player = local_player == player->id? 1: 0;
+               }
+               
+               if( ui_data.leaderboard_count )
+                       ui_data.leaderboard_show = 1;
+               else
+                       ui_data.leaderboard_show = 0;
+       }
+       else vg_warn( "Downloaded leaderboard does not match requested!\n" );
+#endif
+}
+
+void leaderboard_set_score( struct cmp_level *cmp_level, u32 score )
+{
+#ifdef STEAM_LEADERBOARDS
+       if( ui_data.upload_request.is_waiting )
+               vg_warn( "You are uploading leaderboard entries too quickly!\n" );
+               
+       ui_data.upload_request.level = cmp_level;
+       ui_data.upload_request.score = score;
+       ui_data.upload_request.is_waiting = 1;
+       
+       // If leaderboard ID has been downloaded already then just immediately dispatch this
+       if( cmp_level->steam_leaderboard )
+               leaderboard_dispatch_score();
+       else
+               sw_find_leaderboard( cmp_level->map_name );
+#endif
+}
+
+// CONSOLE COMMANDS
+// ===========================================================================================================
+
+static int console_credits( int argc, char const *argv[] )
+{
+       vg_info( "Aknowledgements:\n" );
+       vg_info( "  GLFW         zlib/libpng  glfw.org\n" );
+       vg_info( "  miniaudio    MIT0         miniaud.io\n" );
+       vg_info( "  QOI          MIT          phoboslab.org\n" );
+       vg_info( "  STB library  MIT          nothings.org\n" );
+       return 0;
+}
+
+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.pCmpLevel = NULL;
+                       
+                       if( !map_load( text_source, argv[0] ) )
+                       {
+                               free( text_source );
+                               return 0;
+                       }
+                       
+                       free( text_source );    
+                       return 1;
+               }
+               else
+               {
+                       vg_error( "Missing maps '%s'\n", argv[0] );
+                       return 0;
+               }
+       }
+       else
+       {
+               vg_error( "Missing argument <map_path>\n" );
+               return 0;
+       }
+}
+
+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;
+}
+
+// START UP / SHUTDOWN
+// ===========================================================================================================
+
+#define TRANSFORM_TRI_2D( S, OX, OY, X1, Y1, X2, Y2, X3, Y3 ) \
+       X1*S+OX, Y1*S+OY, X2*S+OX, Y2*S+OY, X3*S+OX, Y3*S+OY 
+
+void vg_start(void)
+{
+       // Steamworks callbacks
+       #ifdef STEAM_LEADERBOARDS
+       sw_leaderboard_found = &leaderboard_found;
+       sw_leaderboard_downloaded = &leaderboard_downloaded;
+       #endif
+
+       vg_function_push( (struct vg_cmd){
+               .name = "_map_write",
+               .function = console_save_map
+       });
+       
+       vg_function_push( (struct vg_cmd){
+               .name = "_map_load",
+               .function = console_load_map
+       });
+       
+       vg_function_push( (struct vg_cmd){
+               .name = "map",
+               .function = console_changelevel
+       });
+       
+       vg_function_push( (struct vg_cmd){
+               .name = "credits",
+               .function = console_credits
+       });
+
+       // Combined quad, long quad / empty circle / filled circle mesh
+       {
+               float combined_mesh[6*6 + 32*6*3] = {
+                       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, 0.2f, 1.0f, 0.2f,
+                       0.0f, 0.0f, 1.0f, 0.2f, 1.0f, 0.0f,
+                       
+                       TRANSFORM_TRI_2D( 0.15f,0.05f,0.4f, 0.0f, 1.0f, 1.0f, 2.0f, 1.0f, 0.0f ),
+                       TRANSFORM_TRI_2D( 0.15f,0.80f,0.4f, 0.0f, 0.0f, 0.0f, 2.0f, 1.0f, 1.0f )
+               };
+               
+               float *circle_mesh = combined_mesh + 6*6;
+               int const res = 32;
+
+               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.shapes, combined_mesh, vg_list_size( combined_mesh ) );
+       }
+       
+       // 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_local_data_init();
+       career_load();
+}
+
+void vg_free(void)
+{
+       sw_free_opengl();
+       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.shapes );
+       
+       map_free();
+}
+
+int main( int argc, char *argv[] )
+{
+       vg_init( argc, argv, "Marble Computing" );
+       return 0;
 }