/*
- * Copyright (C) Mount0 Software, Harry Godden - All Rights Reserved
+ * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved
+ *
+ * module.h structure definitions
+ * module_submodule.h implementation
+ * module_submodule_2.h
*/
#include "common.h"
static int cl_ui = 1;
/* Components */
-//#define SR_NETWORKED
+#define SR_NETWORKED
/* uncomment this to run the game without any graphics being drawn */
//#define SR_NETWORK_TEST
shader_vblend_register();
shader_unlit_register();
+ player_register();
world_register();
- character_register();
water_register();
gate_register();
}
render_init();
gate_init();
world_init();
- character_init();
audio_init();
}
int main( int argc, char *argv[] )
{
+ highscores_init( 2000, 50 );
vg_init( argc, argv, "Voyager Game Engine" );
}
glmesh old_mesh = player.mdl.mesh;
- if( character_load( &player.mdl, argv[0] ) )
+ if( player_load_model( argv[0] ) )
mesh_free( &old_mesh );
return 1;
if( sv_scene == 0 )
{
- character_load( &player.mdl, "ch_new" );
- character_init_ragdoll( &player.mdl );
+ player_load_model( "ch_new" );
world_load();
vg_tex2d_free( texture_list, vg_list_size(texture_list) );
/* TODO: THE REST OF THE GOD DAMN FREEING STUFF */
steam_end();
+
+ highscores_serialize_all();
+ highscores_free();
}
void vg_update(void)
render_water_surface( vg_pv, player.camera );
vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/
- render_world_gates( vg_pv, player.camera );
+ render_world_gates( vg_pv, player.rb.co, player.camera );
/* Copy the RGB of what we have into the background buffer */
glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
//glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
audio_debug_soundscapes();
+ world_audio_debug();
#if 0
static double last_b_press = 0.0;