static struct player_avatar localplayer_avatar;
int main( int argc, char *argv[] ){
+#if 0
+ u8 buf[ 512 ];
+ bitpack_ctx ctx = {
+ .buffer = buf,
+ .buffer_len = 512,
+ .bytes = 0,
+ .mode = k_bitpack_compress
+ };
+
+ v4f q = { 0.388, -0.565, 0.515, 0.515 };
+ vg_info( "q: %f %f %f %f\n", q[0], q[1], q[2], q[3] );
+
+ /* compress */
+ bitpack_qquat( &ctx, q );
+
+ vg_info( "compressed bytes: %u\n", ctx.bytes );
+
+ /* decompress */
+ ctx.bytes = 0;
+ ctx.mode = k_bitpack_decompress;
+
+ bitpack_qquat( &ctx, q );
+ vg_info( "q: %f %f %f %f\n", q[0], q[1], q[2], q[3] );
+
+ return 0;
+#endif
+
vg_mem.use_libc_malloc = 0;
vg_set_mem_quota( 160*1024*1024 );
vg_enter( argc, argv, "Voyager Game Engine" );
steam_init();
vg_loader_step( NULL, steam_end );
+ vg_loader_step( remote_players_init, NULL );
vg_loader_step( network_init, network_end );
}
player__pre_update();
world_entity_focus_preupdate();
skaterift_replay_pre_update();
+ remote_sfx_pre_update();
world_update( world_current_instance(), localplayer.rb.co );
audio_ambient_sprites_update( world_current_instance(), localplayer.rb.co );
/* Draw player to window buffer and blend background ontop */
player__render( &small_cam );
+ render_remote_players_tags( localplayer.viewable_world, &skaterift.cam );
}
static void render_scene(void){