*/
#define SR_NETWORKED
+#define VG_DEVWINDOW
#include "common.h"
#include "conf.h"
#include "steam.h"
#include "render.h"
#include "audio.h"
#include "world.h"
-
+#include "font.h"
#include "player.h"
vg_loader_step( render_init, NULL );
vg_loader_step( menu_init, NULL );
vg_loader_step( world_init, NULL );
+ vg_loader_step( font3d_init, NULL );
+
+ font3d_load( &world_global.font, "models/rs_font.mdl", vg_mem.rtmemory );
+
//vg_loader_step( player_init, NULL );
//vg_loader_step( vehicle_init, NULL );
//
/* 'systems' are completely loaded now */
/* load home world */
- //world_load( &world_global.worlds[0], "maps/mp_gridmap.mdl" );
- world_load( &world_global.worlds[0], "maps/mp_mtzero.mdl" );
+ world_load( &world_global.worlds[0], "maps/mp_gridmap.mdl" );
+ //world_load( &world_global.worlds[0], "maps/mp_mtzero.mdl" );
#if 0
world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
{
steam_update();
- if( vg.is_loaded )
- {
+ if( vg.is_loaded ){
draw_origin_axis();
network_update();
player__pre_update( &localplayer );
world_update( get_active_world(), localplayer.rb.co );
-
- audio_update();
+ audio_ambient_sprites_update( get_active_world(), localplayer.rb.co );
}
}
VG_STATIC void vg_update_fixed(void)
{
- if( vg.is_loaded )
- {
+ if( vg.is_loaded ){
#if 0
if( !gzoomer.inside )
player_update_fixed();
vehicle_update_fixed();
#endif
-
+ world_routes_fixedupdate( get_active_world() );
player__update( &localplayer );
}
}
world_instance *world = get_active_world();
menu_crap_ui();
- audio_debug_soundscapes();
render_view_framebuffer_ui();
-
-#if 0
- player_physics_gui();
-#endif
-}
-
-VG_STATIC void run_debug_info(void)
-{
-#if 0
- char buf[40];
-
- snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
- ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
-
- snprintf( buf, 40, "%.2f %.2f %.2f m/s",
- player.phys.a[0], player.phys.a[1], player.phys.a[2] );
- ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
-
- snprintf( buf, 40, "pos %.2f %.2f %.2f",
- player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
- ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
-
- if( vg_input.controller_handle )
- {
- for( int i=0; i<vg_list_size(vg_input.controller_axises); i++ )
- {
- snprintf( buf, 40, "%.2f", vg_input.controller_axises[i] );
- ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
- }
- }
- else
- {
- ui_text( (ui_px [2]){ 0, 60 },
- "Gamepad not ready", 1, k_text_align_left );
- }
-#endif
}