nonlocal stuff again
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
index fea44fc8d9ded2926860f1c83410a9e2c9fd98da..3f574987d3335f24af95443ca459ec414ed1d331 100644 (file)
@@ -7,22 +7,19 @@
 
 #include "world.h"
 
-VG_STATIC void world_load( world_instance *world, const char *path );
+VG_STATIC void world_load( u32 index, const char *path );
 
 VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene, 
                                           mdl_context *mdl, u32 id )
 {
-   for( int i=0; i<mdl->info.node_count; i++ )
-   {
-      mdl_node *pnode = mdl_node_from_id( mdl, i );
+   for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i++ ){
+      mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
 
-      for( int j=0; j<pnode->submesh_count; j++ )
-      {
-         mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j );
-         if( sm->material_id == id )
-         {
+      for( u32 j=0; j<mesh->submesh_count; j++ ){
+         mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
+         if( sm->material_id == id ){
             m4x3f transform2;
-            mdl_node_transform( pnode, transform2 );
+            mdl_transform_m4x3( &mesh->transform, transform2 );
             m4x3_mul( transform, transform2, transform2 );
 
             scene_add_mdl_submesh( pscene, mdl, sm, transform2 );
@@ -90,25 +87,17 @@ VG_STATIC void world_add_blob( world_instance *world,
 
 /* Sprinkle foliage models over the map on terrain material */
 VG_STATIC void world_apply_procedural_foliage( world_instance *world,
-                                               struct world_material *mat )
+                                               struct world_surface *mat )
 {
    if( vg.quality_profile == k_quality_profile_low )
       return;
 
    vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
 
-   vg_linear_clear( vg_mem.scratch );
-
-   mdl_context *mfoliage = 
-      mdl_load_full( vg_mem.scratch, "models/rs_foliage.mdl");
-
    v3f volume;
    v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], volume );
    volume[1] = 1.0f;
 
-   mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
-   mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
-
    int count = 0;
 
    float area = volume[0]*volume[2];
@@ -116,8 +105,7 @@ VG_STATIC void world_apply_procedural_foliage( world_instance *world,
 
    vg_info( "Map area: %f. Max particles: %u\n", area, particles );
 
-   for( int i=0;i<particles;i++ )
-   {
+   for( u32 i=0; i<particles; i++ ){
       v3f pos;
       v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
       pos[1] = 1000.0f;
@@ -126,11 +114,9 @@ VG_STATIC void world_apply_procedural_foliage( world_instance *world,
       ray_hit hit;
       hit.dist = INFINITY;
 
-      if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
-      {
-         struct world_material *m1 = ray_hit_material( world, &hit );
-         if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f))
-         {
+      if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit )){
+         struct world_surface *m1 = ray_hit_surface( world, &hit );
+         if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f)){
             world_add_blob( world, world->scene_no_collide, &hit );
             count ++;
          }
@@ -140,529 +126,291 @@ VG_STATIC void world_apply_procedural_foliage( world_instance *world,
    vg_info( "%d foliage models added\n", count );
 }
 
-VG_STATIC void world_ents_allocate( world_instance *world )
+VG_STATIC void world_generate( world_instance *world )
 {
-   vg_info( "Allocating entities\n" );
+   /* 
+    * Compile meshes into the world scenes
+    */
+   world->scene_geo = scene_init( world->heap, 320000, 1200000 );
 
-   /* count entites to allocate buffers for them.
-    * maybe in the future we just store these numbers in the model file...
-    *
-    * TODO: use this in world_routes too */
+   m4x3f midentity;
+   m4x3_identity( midentity );
 
-   struct countable
-   {
-      enum   classtype ct;
-      void **to_allocate;
-      u32    item_size;
-      int    count;
-   }
-   entity_counts[] =
-   {
-      { 
-         k_classtype_spawn, 
-         (void*)&world->spawns,       
-         sizeof(struct respawn_point) 
-      },
-      { 
-         k_classtype_audio, 
-         (void*)&world->audio_things, 
-         sizeof(struct world_audio_thing) 
-      },
-      {
-         k_classtype_trigger,
-         (void*)&world->triggers,
-         sizeof(struct trigger_zone)
-      },
-      {
-         k_classtype_logic_relay,
-         (void*)&world->logic_relays,
-         sizeof(struct logic_relay)
-      },
-      {
-         k_classtype_logic_achievement,
-         (void*)&world->logic_achievements,
-         sizeof(struct logic_achievement)
-      },
-      {
-         k_classtype_world_light,
-         (void*)&world->lights,
-         sizeof(struct world_light)
-      },
-      {
-         k_classtype_nonlocal_gate,
-         (void*)&world->nonlocal_gates,
-         sizeof(struct nonlocal_gate)
-      }
-   };
+   /*
+    * Generate scene: collidable geometry
+    * ----------------------------------------------------------------
+    */
 
-   for( int i=0; i<vg_list_size(entity_counts); i++ )
-      entity_counts[i].count = 0;
+   vg_info( "Generating collidable geometry\n" );
+   
+   for( u32 i=0; i<world->surface_count; i++ ){
+      struct world_surface *surf = &world->surfaces[ i ];
 
-   for( int i=0; i<world->meta->info.node_count; i++ )
-   {
-      mdl_node *pnode = mdl_node_from_id( world->meta, i );
-      
-      for( int j=0; j<vg_list_size(entity_counts); j ++ )
-      {
-         if( pnode->classtype == entity_counts[j].ct )
-         {
-            pnode->sub_uid = entity_counts[j].count;
-            entity_counts[j].count ++;
-            break;
-         }
-      }
-   }
+      if( surf->info.flags & k_material_flag_collision )
+         world_add_all_if_material( midentity, world->scene_geo, 
+                                    &world->meta, i );
 
-   for( int i=0; i<vg_list_size(entity_counts); i++ )
-   {
-      struct countable *counter = &entity_counts[i];
-      
-      u32 bufsize = counter->item_size*counter->count;
-      *counter->to_allocate = vg_linear_alloc( world_global.generic_heap, 
-                                               bufsize );
+      scene_copy_slice( world->scene_geo, &surf->sm_geo );
    }
-}
 
-VG_STATIC void world_pct_spawn( world_instance *world, mdl_node *pnode )
-{
-   struct respawn_point *rp = &world->spawns[ world->spawn_count ++ ];
-
-   v3_copy( pnode->co, rp->co );
-   v4_copy( pnode->q, rp->q );
-   rp->name = mdl_pstr( world->meta, pnode->pstr_name );
-}
+   /* compress that bad boy */
+   world->scene_geo = scene_fix( world->heap, world->scene_geo );
 
-VG_STATIC void world_pct_water( world_instance *world, mdl_node *pnode )
-{
-   if( world->water.enabled )
+   vg_acquire_thread_sync();
    {
-      vg_warn( "Multiple water surfaces in level! ('%s')\n", 
-               mdl_pstr( world->meta, pnode->pstr_name ));
-      return;
+      scene_upload( world->scene_geo, &world->mesh_geo );
    }
+   vg_release_thread_sync();
 
-   world->water.enabled = 1;
-   water_set_surface( world, pnode->co[1] );
-}
+   /* setup spacial mapping and rigidbody */
+   world->geo_bh = scene_bh_create( world->heap, world->scene_geo );
 
-VG_STATIC void world_pct_audio( world_instance *world, mdl_node *pnode )
-{
-   struct world_audio_thing *thing = &world->audio_things[
-                                      world->audio_things_count ];
+   v3_zero( world->rb_geo.rb.co );
+   v3_zero( world->rb_geo.rb.v );
+   q_identity( world->rb_geo.rb.q );
+   v3_zero( world->rb_geo.rb.w );
 
-   memset( thing, 0, sizeof(struct world_audio_thing) );
-   struct classtype_audio *aud = mdl_get_entdata( world->meta, pnode );
+   world->rb_geo.type = k_rb_shape_scene;
+   world->rb_geo.inf.scene.bh_scene = world->geo_bh;
+   rb_init_object( &world->rb_geo );
 
-   v3_copy( pnode->co, thing->pos );
-   
-   if( aud->flags & AUDIO_FLAG_SPACIAL_3D )
-      thing->volume = aud->volume * pnode->s[0];
-   else
-      thing->volume = aud->volume;
+   /*
+    * Generate scene: non-collidable geometry
+    * ----------------------------------------------------------------
+    */
+   vg_info( "Generating non-collidable geometry\n" );
 
-   thing->flags = aud->flags;
-   thing->temp_embedded_clip.path = mdl_pstr( world->meta, aud->pstr_file );
-   thing->temp_embedded_clip.source_mode = k_audio_source_mono;
+   world->scene_no_collide = scene_init( world->heap, 200000, 500000 );
 
-   audio_clip_load( &thing->temp_embedded_clip, world_global.audio_heap );
-   thing->player.name = mdl_pstr( world->meta, pnode->pstr_name );
-   thing->player.enqued = 0;
+   for( u32 i=0; i<world->surface_count; i++ ){
+      struct world_surface *mat = &world->surfaces[ i ];
 
-   pnode->sub_uid = world->audio_things_count;
-   world->audio_things_count ++;
-}
+      if( !(mat->info.flags & k_material_flag_collision) ){
+         world_add_all_if_material( midentity, world->scene_no_collide, 
+                                    &world->meta, i );
+      }
 
-VG_STATIC void world_pct_trigger( world_instance *world, mdl_node *pnode )
-{
-   struct trigger_zone *trigger = &world->triggers[ world->trigger_count ];
-   struct classtype_trigger *inf = mdl_get_entdata( world->meta, pnode );
-   
-   if( inf->target )
-   {
-      mdl_node *target_node = mdl_node_from_id( world->meta, inf->target );
+      if( mat->info.flags & k_material_flag_grow_grass )
+         world_apply_procedural_foliage( world, mat );
 
-      trigger->target.sub_id = target_node->sub_uid;
-      trigger->target.classtype = target_node->classtype;
-   }
-   else
-   {
-      vg_warn( "Trigger with no target...\n" );
-      return;
+      scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide );
    }
 
-   mdl_node_transform( pnode, trigger->transform );
-   m4x3_invert_full( trigger->transform, trigger->inv_transform );
-
-   world->trigger_count ++;
-}
-
-
-VG_STATIC void world_pct_relay( world_instance *world, mdl_node *pnode )
-{
-   struct logic_relay *relay = &world->logic_relays[ world->relay_count ];
-   struct classtype_logic_relay *inf = mdl_get_entdata( world->meta, pnode );
-
-   relay->target_count = 0;
-
-   for( int i=0; i<vg_list_size(relay->targets); i++ )
+   /* upload and free that */
+   vg_acquire_thread_sync();
    {
-      if( inf->targets[i] )
-      {
-         struct relay_target *target = &relay->targets[relay->target_count ++];
-         mdl_node *other = mdl_node_from_id( world->meta, inf->targets[i] );
-         
-         target->classtype = other->classtype;
-         target->sub_id = other->sub_uid;
-      }
+      scene_upload( world->scene_no_collide, &world->mesh_no_collide );
    }
+   vg_release_thread_sync();
 
-   v3_copy( pnode->co, relay->pos );
-   world->relay_count ++;
+   vg_linear_del( world->heap, world->scene_no_collide );
+   world->scene_no_collide = NULL;
 }
 
-
-VG_STATIC void world_pct_achievement( world_instance *world, mdl_node *pnode )
+float fsd_cone_infinite( v3f p, v2f c )
 {
-   struct logic_achievement *ach = 
-      &world->logic_achievements[ world->achievement_count ];
-   struct classtype_logic_achievement *inf = 
-      mdl_get_entdata( world->meta, pnode );
+   v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
+   float s = vg_maxf( 0.0f, v2_dot( q, c ) );
 
-   v3_copy( pnode->co, ach->pos );
-   ach->achievement_id = mdl_pstr( world->meta, inf->pstr_name );
-   ach->achieved = 0;
+   v2f v0;
+   v2_muls( c, s, v0 );
+   v2_sub( q, v0, v0 );
 
-   world->achievement_count ++;
+   float d = v2_length( v0 );
+   return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
 }
 
-VG_STATIC void world_pct_world_light( world_instance *world, mdl_node *pnode )
+VG_STATIC void world_compute_light_indices( world_instance *world )
 {
-   struct world_light *light = &world->lights[ world->light_count ++ ];
-   light->node = pnode;
-   light->inf  = mdl_get_entdata( world->meta, pnode );
+   /* light cubes */
+   v3f cubes_min, cubes_max;
+   v3_muls( world->scene_geo->bbx[0], 1.0f/k_light_cube_size, cubes_min );
+   v3_muls( world->scene_geo->bbx[1], 1.0f/k_light_cube_size, cubes_max );
 
-   q_m3x3( pnode->q,   light->inverse_world );
-   v3_copy( pnode->co, light->inverse_world[3] );
-   m4x3_invert_affine( light->inverse_world, light->inverse_world );
+   v3_sub( cubes_min, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_min );
+   v3_add( cubes_max, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_max );
 
-   light->angle_sin_cos[0] = sinf( light->inf->angle * 0.5f );
-   light->angle_sin_cos[1] = cosf( light->inf->angle * 0.5f );
-}
+   v3_floor( cubes_min, cubes_min );
+   v3_floor( cubes_max, cubes_max );
 
-VG_STATIC void world_pct_nonlocal_gate( world_instance *world, mdl_node *pnode )
-{
-   struct nonlocal_gate *gate = &world->nonlocal_gates[ 
-                                       world->nonlocalgate_count ++ ];
-   struct classtype_gate *inf = mdl_get_entdata( world->meta, pnode );
-
-   gate->working = 0;
-   gate->node = pnode;
-   gate->target_map_index = 0;
-   v2_copy( inf->dims, gate->gate.dims );
-}
+   v3i icubes_min, icubes_max;
 
-VG_STATIC void world_entities_process( world_instance *world )
-{
-   struct entity_instruction
-   {
-      enum classtype ct;
-      void (*process)( world_instance *world, mdl_node *pnode );
+   for( int i=0; i<3; i++ ){
+      icubes_min[i] = cubes_min[i];
+      icubes_max[i] = cubes_max[i];
    }
-   entity_instructions[] = 
-   {
-      { k_classtype_spawn,    world_pct_spawn },
-      { k_classtype_water,    world_pct_water },
-      { k_classtype_audio,    world_pct_audio },
-      { k_classtype_trigger,  world_pct_trigger },
-      { k_classtype_logic_relay, world_pct_relay },
-      { k_classtype_logic_achievement, world_pct_achievement },
-      { k_classtype_world_light, world_pct_world_light },
-      { k_classtype_nonlocal_gate, world_pct_nonlocal_gate }
-   };
 
-   for( int i=0; i<world->meta->info.node_count; i++ )
-   {
-      mdl_node *pnode = mdl_node_from_id( world->meta, i );
+   v3f cube_size;
 
-      for( int j=0; j<vg_list_size(entity_instructions); j++ )
-      {
-         struct entity_instruction *instr = &entity_instructions[j];
-
-         if( pnode->classtype == instr->ct )
-         {
-            instr->process( world, pnode );
-            break;
-         }
-      }
+   v3i icubes_count;
+   v3i_sub( icubes_max, icubes_min, icubes_count );
+   
+   for( int i=0; i<3; i++ ){
+      int clamped_count = VG_MIN( 128, icubes_count[i]+1 );
+      float clamped_max = icubes_min[i] + clamped_count,
+                    max = icubes_min[i] + icubes_count[i]+1;
+
+      icubes_count[i] = clamped_count;
+      cube_size[i] = (max / clamped_max) * k_light_cube_size;
+      cubes_max[i] = clamped_max;
    }
-}
 
-VG_STATIC void world_link_nonlocal_gates( int index_a, int index_b )
-{
-   vg_info( "Linking non-local gates\n" );
-   world_instance *a = &world_global.worlds[ index_a ],
-                  *b = &world_global.worlds[ index_b ];
+   v3_mul( cubes_min, cube_size, cubes_min );
+   v3_mul( cubes_max, cube_size, cubes_max );
 
-   for( int i=0; i<a->nonlocalgate_count; i++ )
-   {
-      struct nonlocal_gate *ga = &a->nonlocal_gates[i];
-      struct classtype_gate *ga_inf = mdl_get_entdata( a->meta, ga->node );
-      const char *ga_name = mdl_pstr( a->meta, ga_inf->target );
+   for( int i=0; i<3; i++ ){
+      float range = cubes_max[i]-cubes_min[i];
+      world->ub_lighting.g_cube_inv_range[i] = 1.0f / range;
+      world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i];
 
-      for( int j=0; j<b->nonlocalgate_count; j++ )
-      {
-         struct nonlocal_gate *gb = &b->nonlocal_gates[j];
-         struct classtype_gate *gb_inf = mdl_get_entdata( b->meta, gb->node );
-         const char *gb_name = mdl_pstr( b->meta, gb_inf->target );
-
-         if( !strcmp( ga_name, gb_name ) )
-         {
-            vg_success( "Created longjump for ID '%s'\n", ga_name );
-
-            v4f qYflip;
-            q_axis_angle( qYflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
-
-            /* TODO: Gates are created very wonkily. refactor. */
-            ga->target_map_index = index_b;
-            gb->target_map_index = index_a;
-            ga->working = 1;
-            gb->working = 1;
-
-            v4_copy( ga->node->q,  ga->gate.q[0] );
-            v4_copy( gb->node->q,  ga->gate.q[1] );
-            v3_copy( ga->node->co, ga->gate.co[0] );
-            v3_copy( gb->node->co, ga->gate.co[1] );
-
-            v4_copy( gb->node->q,  gb->gate.q[0] );
-            v4_copy( ga->node->q,  gb->gate.q[1] );
-            v3_copy( gb->node->co, gb->gate.co[0] );
-            v3_copy( ga->node->co, gb->gate.co[1] );
-
-            /* reverse B's direction */
-            q_mul( gb->gate.q[0], qYflip, gb->gate.q[0] );
-            q_mul( gb->gate.q[1], qYflip, gb->gate.q[1] );
-            q_normalize( gb->gate.q[0] );
-            q_normalize( gb->gate.q[1] );
-
-            gate_transform_update( &ga->gate );
-            gate_transform_update( &gb->gate );
-         }
-      }
+      vg_info( "cubes[%d]: %d\n", i, icubes_count[i] );
    }
-}
 
-VG_STATIC float colour_luminance( v3f v )
-{
-   return v3_dot( v, (v3f){0.2126f, 0.7152f, 0.0722f} );
-}
+   int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
 
-VG_STATIC float calc_light_influence( world_instance *world, v3f position, 
-                                      int light )
-{
-   struct world_light *world_light = &world->lights[ light ];
-   struct classtype_world_light *inf = world_light->inf;
+   u32 *cubes_index = vg_linear_alloc( world->heap,
+                                       vg_align8(total_cubes*sizeof(u32)*2) );
+                                       
+   vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n", 
+             total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
+                          cubes_max[0], -cubes_max[2], cubes_max[1] );
+   v3_copy( cubes_min, world->ub_lighting.g_cube_min );
 
-   v3f light_delta;
-   v3_sub( world_light->node->co, position, light_delta );
-   v3_muls( light_delta, 10.0f, light_delta );
+   float bound_radius = v3_length( cube_size );
 
-   float quadratic = v3_dot( light_delta, light_delta ),
-         attenuation = 1.0f/( 1.0f + quadratic );
+   for( int iz = 0; iz<icubes_count[2]; iz ++ ){
+      for( int iy = 0; iy<icubes_count[1]; iy++ ){
+         for( int ix = 0; ix<icubes_count[0]; ix++ ){
+            boxf bbx;
+            v3_div( (v3f){ ix, iy, iz }, world->ub_lighting.g_cube_inv_range, 
+                  bbx[0] );
+            v3_div( (v3f){ ix+1, iy+1, iz+1 }, 
+                  world->ub_lighting.g_cube_inv_range, 
+                  bbx[1] );
 
-   float quadratic_light = attenuation * colour_luminance( inf->colour );
+            v3_add( bbx[0], world->ub_lighting.g_cube_min, bbx[0] );
+            v3_add( bbx[1], world->ub_lighting.g_cube_min, bbx[1] );
 
-   if( (inf->type == k_light_type_point) ||
-       (inf->type == k_light_type_point_nighttime_only) )
-   {
-      return quadratic_light;
-   }
-   else if( (inf->type == k_light_type_spot) ||
-            (inf->type == k_light_type_spot_nighttime_only) )
-   {
-      v3f dir;
-      q_mulv( world_light->node->q, (v3f){0.0f,1.0f,0.0f}, dir );
+            v3f center;
+            v3_add( bbx[0], bbx[1], center );
+            v3_muls( center, 0.5f, center );
+            
+            u32 indices[6] = { 0, 0, 0, 0, 0, 0 };
+            u32 count = 0;
 
-      float spot_theta = vg_maxf( 0.0f, v3_dot( light_delta, dir ) ),
-            falloff    = spot_theta >= 0.0f? 1.0f: 0.0f;
+            float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
+            const int N = vg_list_size( influences );
 
-      return quadratic_light * falloff;
-   }
-   else
-      return 0.0f;
-}
+            for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
+               ent_light *light = mdl_arritm( &world->ent_light, j );
+               v3f closest;
+               closest_point_aabb( light->transform.co, bbx, closest );
 
-VG_STATIC void world_scene_compute_light_clusters( world_instance *world,
-                                                   scene *sc )
-{
-   for( int i=0; i<sc->vertex_count; i++ )
-   {
-      scene_vert *vert = &sc->arrvertices[i];
-      vert->lights[0] = 0;
-      vert->lights[1] = 1;
-      vert->lights[2] = 2;
-      vert->lights[3] = 0;
-
-      float influences[3] = { 0.0f, 0.0f, 0.0f };
-      const int N = vg_list_size( influences );
-
-      for( int j=0; j<world->light_count; j ++ )
-      {
-         float influence = calc_light_influence( world, vert->co, j );
-
-         int best_pos = N;
-         for( int k=best_pos-1; k>=0; k -- )
-            if( influence > influences[k] )
-               best_pos = k;
-
-         if( best_pos < N )
-         {
-            for( int k=N-1; k>best_pos; k -- )
-            {
-               influences[k] = influences[k-1];
-               vert->lights[k] = vert->lights[k-1];
-            }
-
-            influences[best_pos] = influence;
-            vert->lights[best_pos] = j;
-         }
-      }
-
-      for( int j=0; j<N; j++ )
-      {
-         if( influences[j] > 0.00000125f )
-            vert->lights[3] ++ ;
-      }
-   }
-}
-
-VG_STATIC void world_generate( world_instance *world )
-{
-   /* 
-    * Compile meshes into the world scenes
-    */
-   world->scene_geo = scene_init( world_global.generic_heap, 320000, 1200000 );
+               float dist = v3_dist( closest, light->transform.co ),
+                     influence = 1.0f/(dist+1.0f);
 
-   m4x3f midentity;
-   m4x3_identity( midentity );
-
-   /*
-    * Generate scene: collidable geometry
-    * ----------------------------------------------------------------
-    */
-
-   vg_info( "Generating collidable geometry\n" );
-   
+               if( dist > light->range )
+                  continue;
 
-   for( int i=0; i<world->material_count; i++ )
-   {
-      struct world_material *mat = &world->materials[ i ];
-
-      if( mat->info.flags & k_material_flag_collision )
-         world_add_all_if_material( midentity, world->scene_geo, world->meta, i );
+               if( light->type == k_light_type_spot){
+                  v3f local;
+                  m4x3_mulv( light->inverse_world, center, local );
 
-      scene_copy_slice( world->scene_geo, &mat->sm_geo );
-   }
-   world_scene_compute_light_clusters( world, world->scene_geo );
+                  float r = fsd_cone_infinite( local, light->angle_sin_cos );
 
-   /* compress that bad boy */
-   world->scene_geo = scene_fix( world_global.generic_heap, world->scene_geo );
+                  if( r > bound_radius )
+                     continue;
+               }
 
-   vg_acquire_thread_sync();
-   {
-      scene_upload( world->scene_geo, &world->mesh_geo );
-   }
-   vg_release_thread_sync();
+               int best_pos = N;
+               for( int k=best_pos-1; k>=0; k -- )
+                  if( influence > influences[k] )
+                     best_pos = k;
 
-   /* setup spacial mapping and rigidbody */
-   world->geo_bh = scene_bh_create( world_global.generic_heap, 
-                                    world->scene_geo );
+               if( best_pos < N ){
+                  for( int k=N-1; k>best_pos; k -- ){
+                     influences[k] = influences[k-1];
+                     indices[k] = indices[k-1];
+                  }
 
-   v3_zero( world->rb_geo.co );
-   q_identity( world->rb_geo.q );
+                  influences[best_pos] = influence;
+                  indices[best_pos] = j;
+               }
+            }
 
-   world->rb_geo.type = k_rb_shape_scene;
-   world->rb_geo.inf.scene.bh_scene = world->geo_bh;
-   world->rb_geo.is_world = 1;
-   rb_init( &world->rb_geo );
+            for( int j=0; j<N; j++ )
+               if( influences[j] > 0.0f )
+                  count ++;
 
-   /*
-    * Generate scene: non-collidable geometry
-    * ----------------------------------------------------------------
-    */
-   vg_info( "Generating non-collidable geometry\n" );
+            int base_index = iz * (icubes_count[0]*icubes_count[1]) +
+                             iy * (icubes_count[0]) +
+                             ix;
 
-   world->scene_no_collide = scene_init( world_global.generic_heap, 
-                                         200000, 500000 );
+            int lower_count = VG_MIN( 3, count );
+            u32 packed_index_lower = lower_count;
+            packed_index_lower |= indices[0]<<2;
+            packed_index_lower |= indices[1]<<12;
+            packed_index_lower |= indices[2]<<22;
 
-   for( int i=0; i<world->material_count; i++ )
-   {
-      struct world_material *mat = &world->materials[ i ];
+            int upper_count = VG_MAX( 0, count - lower_count );
+            u32 packed_index_upper = upper_count;
+            packed_index_upper |= indices[3]<<2;
+            packed_index_upper |= indices[4]<<12;
+            packed_index_upper |= indices[5]<<22;
 
-      if( !(mat->info.flags & k_material_flag_collision) )
-      {
-         world_add_all_if_material( midentity, world->scene_no_collide, 
-                                    world->meta, i );
+            cubes_index[ base_index*2 + 0 ] = packed_index_lower;
+            cubes_index[ base_index*2 + 1 ] = packed_index_upper;
+         }
       }
-
-      if( mat->info.flags & k_material_flag_grow_grass )
-         world_apply_procedural_foliage( world, mat );
-
-      scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide );
    }
-   world_scene_compute_light_clusters( world, world->scene_no_collide );
 
-   /* upload and free that */
    vg_acquire_thread_sync();
-   {
-      scene_upload( world->scene_no_collide, &world->mesh_no_collide );
-   }
-   vg_release_thread_sync();
 
-   vg_linear_del( world_global.generic_heap, world->scene_no_collide );
-   world->scene_no_collide = NULL;
-}
-
-float fsd_cone_infinite( v3f p, v2f c )
-{
-   v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
-   float s = vg_maxf( 0.0f, v2_dot( q, c ) );
+   glGenTextures( 1, &world->tex_light_cubes );
+   glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
+   glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI,
+                 icubes_count[0], icubes_count[1], icubes_count[2],
+                 0, GL_RG_INTEGER, GL_UNSIGNED_INT, cubes_index );
+   glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+   glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
 
-   v2f v0;
-   v2_muls( c, s, v0 );
-   v2_sub( q, v0, v0 );
+   vg_linear_del( world->heap, cubes_index );
 
-   float d = v2_length( v0 );
-   return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
+   vg_release_thread_sync();
 }
 
 VG_STATIC int reset_player( int argc, char const *argv[] );
 VG_STATIC void world_post_process( world_instance *world )
 {
    /* initialize audio if need be */
+#if 0
    audio_lock();
    for( int i=0; i<world->audio_things_count; i++ )
    {
       struct world_audio_thing *thingy = &world->audio_things[ i ];
-      
-      audio_player_init( &thingy->player );
-      audio_player_set_flags( &thingy->player, thingy->flags );
-      audio_player_set_vol( &thingy->player, thingy->volume );
-      audio_player_set_pan( &thingy->player, 0.0f );
-
-      if( thingy->flags & AUDIO_FLAG_SPACIAL_3D )
-         audio_player_set_position( &thingy->player, thingy->pos );
 
       if( thingy->flags & AUDIO_FLAG_AUTO_START )
-         audio_player_playclip( &thingy->player, &thingy->temp_embedded_clip );
+      {
+         audio_channel *ch = 
+            audio_request_channel( &thingy->temp_embedded_clip, thingy->flags );
+
+         audio_channel_edit_volume( ch, thingy->volume, 1 );
+         audio_channel_set_spacial( ch, thingy->pos, thingy->range );
+
+         if( !(ch->flags & AUDIO_FLAG_LOOP) )
+            ch = audio_relinquish_channel( ch );
+      }
    }
    audio_unlock();
+#endif
+
+   world_compute_light_indices( world );
 
    vg_acquire_thread_sync();
    {
       /* create scene lighting buffer */
 
-      u32 size = VG_MAX(world->light_count,1) * sizeof(float)*12;
-
+      u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
       vg_info( "Upload %ubytes (lighting)\n", size );
 
       glGenBuffers( 1, &world->tbo_light_entities );
@@ -678,20 +426,15 @@ VG_STATIC void world_post_process( world_instance *world )
        */
 
       v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY );
-      
-      for( int i=0; i<world->light_count; i++ )
-      {
-         struct world_light *light = &world->lights[i];
-         struct classtype_world_light *inf = light->inf;
+      for( u32 i=0; i<mdl_arrcount(&world->ent_light); i++ ){
+         ent_light *light = mdl_arritm( &world->ent_light, i );
 
          /* colour  + night */
-         v3_muls( inf->colour, inf->colour[3] * 2.0f, light_dst[i*3+0] );
-         light_dst[i*3+0][3] = -1.0f;
+         v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
+         light_dst[i*3+0][3] = 2.0f;
 
-         if( (inf->type == k_light_type_spot_nighttime_only) ||
-             (inf->type == k_light_type_point_nighttime_only ) )
-         {
-            u32 hash = (i * 29986577) & 0xff;
+         if( !light->daytime ){
+            u32 hash = (i * 29986577u) & 0xffu;
             float switch_on = hash;
                   switch_on *= (1.0f/255.0f);
 
@@ -699,12 +442,12 @@ VG_STATIC void world_post_process( world_instance *world )
          }
          
          /* position + 1/range^2 */
-         v3_copy( light->node->co, light_dst[i*3+1] );
-         light_dst[i*3+1][3] = 1.0f/(inf->range*inf->range);
+         v3_copy( light->transform.co, light_dst[i*3+1] );
+         light_dst[i*3+1][3] = 1.0f/(light->range*light->range);
 
          /* direction + angle */
-         q_mulv( light->node->q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]);
-         light_dst[i*3+2][3] = cosf( inf->angle );
+         q_mulv( light->transform.q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]);
+         light_dst[i*3+2][3] = cosf( light->angle );
       }
 
       glUnmapBuffer( GL_TEXTURE_BUFFER );
@@ -713,7 +456,6 @@ VG_STATIC void world_post_process( world_instance *world )
       glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
       glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, world->tbo_light_entities );
 
-
       /* Upload lighting uniform buffer */
       if( world->water.enabled )
          v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
@@ -727,7 +469,6 @@ VG_STATIC void world_post_process( world_instance *world )
       info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
       v4_copy( info_vec, world->ub_lighting.g_depth_bounds );
 
-
       /* 
        * Rendering the depth map
        */
@@ -756,12 +497,11 @@ VG_STATIC void world_post_process( world_instance *world )
       glDisable(GL_DEPTH_TEST);
       glDisable(GL_BLEND);
       glDisable(GL_CULL_FACE);
-      render_fb_bind( &world->heightmap );
+      render_fb_bind( &world->heightmap, 0 );
       shader_blitcolour_use();
       shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
       render_fsquad();
 
-      /* todo: hmm?? */
       glEnable(GL_BLEND);
       glBlendFunc(GL_ONE, GL_ONE);
       glBlendEquation(GL_MAX);
@@ -771,183 +511,6 @@ VG_STATIC void world_post_process( world_instance *world )
       glEnable(GL_DEPTH_TEST);
       glBindFramebuffer( GL_FRAMEBUFFER, 0 );
 
-
-
-
-      /* light cubes */
-      
-      v3f cubes_min, cubes_max;
-      v3_muls( world->scene_geo->bbx[0], 1.0f/k_light_cube_size, cubes_min );
-      v3_muls( world->scene_geo->bbx[1], 1.0f/k_light_cube_size, cubes_max );
-
-      v3_sub( cubes_min, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_min );
-      v3_add( cubes_max, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_max );
-
-      v3_floor( cubes_min, cubes_min );
-      v3_floor( cubes_max, cubes_max );
-
-      v3i icubes_min, icubes_max;
-
-      for( int i=0; i<3; i++ )
-      {
-         icubes_min[i] = cubes_min[i];
-         icubes_max[i] = cubes_max[i];
-      }
-
-      v3i icubes_count;
-      v3i_sub( icubes_max, icubes_min, icubes_count );
-      
-      for( int i=0; i<3; i++ )
-      {
-         icubes_count[i] = VG_MIN( 128, icubes_count[i]+1 );
-         cubes_max[i] = icubes_min[i] + icubes_count[i];
-      }
-
-      v3_muls( cubes_min, k_light_cube_size, cubes_min );
-      v3_muls( cubes_max, k_light_cube_size, cubes_max );
-
-      for( int i=0; i<3; i++ )
-      {
-         float range = cubes_max[i]-cubes_min[i];
-         world->ub_lighting.g_cube_inv_range[i] = 1.0f / range;
-         world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i];
-
-         vg_info( "cubes[%d]: %d\n", i, icubes_count[i] );
-      }
-
-      int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
-
-      u32 *cubes_index = vg_linear_alloc( world_global.generic_heap, 
-                                          total_cubes * sizeof(u32) * 2.0f );
-                                          
-      vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n", 
-                total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
-                             cubes_max[0], -cubes_max[2], cubes_max[1] );
-
-      v3_copy( cubes_min, world->ub_lighting.g_cube_min );
-
-      vg_info( "g_cube_min[%f %f %f]\n", 
-                  world->ub_lighting.g_cube_min[0],
-                  world->ub_lighting.g_cube_min[1],
-                  world->ub_lighting.g_cube_min[2] );
-      vg_info( "g_cube_inv_range[%f %f %f]\n", 
-                  world->ub_lighting.g_cube_inv_range[0],
-                  world->ub_lighting.g_cube_inv_range[1],
-                  world->ub_lighting.g_cube_inv_range[2] );
-
-      v3f cube_size;
-      v3_div( (v3f){1.0f,1.0f,1.0f}, world->ub_lighting.g_cube_inv_range, 
-               cube_size );
-      float bound_radius = v3_length( cube_size );
-
-      for( int iz = 0; iz<icubes_count[2]; iz ++ )
-      {
-         for( int iy = 0; iy<icubes_count[1]; iy++ )
-         {
-            for( int ix = 0; ix<icubes_count[0]; ix++ )
-            {
-               boxf bbx;
-               v3_div( (v3f){ ix, iy, iz }, world->ub_lighting.g_cube_inv_range, 
-                     bbx[0] );
-               v3_div( (v3f){ ix+1, iy+1, iz+1 }, 
-                     world->ub_lighting.g_cube_inv_range, 
-                     bbx[1] );
-
-               v3_add( bbx[0], world->ub_lighting.g_cube_min, bbx[0] );
-               v3_add( bbx[1], world->ub_lighting.g_cube_min, bbx[1] );
-
-               v3f center;
-               v3_add( bbx[0], bbx[1], center );
-               v3_muls( center, 0.5f, center );
-               
-               u32 indices[6] = { 0, 0, 0, 0, 0, 0 };
-               u32 count = 0;
-
-               float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
-               const int N = vg_list_size( influences );
-
-               for( int j=0; j<world->light_count; j ++ )
-               {
-                  struct world_light *light = &world->lights[j];
-                  v3f closest;
-                  closest_point_aabb( light->node->co, bbx, closest );
-
-                  float dist = v3_dist( closest, light->node->co ),
-                        influence = 1.0f/(dist+1.0f);
-
-                  if( dist > light->inf->range )
-                     continue;
-
-                  if( (light->inf->type == k_light_type_spot) ||
-                      (light->inf->type == k_light_type_spot_nighttime_only) )
-                  {
-                     v3f local;
-                     m4x3_mulv( light->inverse_world, center, local );
-
-                     float r = fsd_cone_infinite( local, light->angle_sin_cos );
-
-                     if( r > bound_radius )
-                        continue;
-                  }
-
-                  int best_pos = N;
-                  for( int k=best_pos-1; k>=0; k -- )
-                     if( influence > influences[k] )
-                        best_pos = k;
-
-                  if( best_pos < N )
-                  {
-                     for( int k=N-1; k>best_pos; k -- )
-                     {
-                        influences[k] = influences[k-1];
-                        indices[k] = indices[k-1];
-                     }
-
-                     influences[best_pos] = influence;
-                     indices[best_pos] = j;
-                  }
-               }
-
-               for( int j=0; j<N; j++ )
-                  if( influences[j] > 0.0f )
-                     count ++;
-
-               int base_index = iz * (icubes_count[0]*icubes_count[1]) +
-                                iy * (icubes_count[0]) +
-                                ix;
-
-               int lower_count = VG_MIN( 3, count );
-               u32 packed_index_lower = lower_count;
-               packed_index_lower |= indices[0]<<2;
-               packed_index_lower |= indices[1]<<12;
-               packed_index_lower |= indices[2]<<22;
-
-               int upper_count = VG_MAX( 0, count - lower_count );
-               u32 packed_index_upper = upper_count;
-               packed_index_upper |= indices[3]<<2;
-               packed_index_upper |= indices[4]<<12;
-               packed_index_upper |= indices[5]<<22;
-
-               cubes_index[ base_index * 2 + 0 ] = packed_index_lower;
-               cubes_index[ base_index * 2 + 1 ] = packed_index_upper;
-            }
-         }
-      }
-
-      glGenTextures( 1, &world->tex_light_cubes ); /* FIXME: glDeleteTextures */
-      glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
-      glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI,
-                    icubes_count[0], icubes_count[1], icubes_count[2],
-                    0, GL_RG_INTEGER, GL_UNSIGNED_INT, cubes_index );
-      glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
-      glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
-
-      vg_linear_del( world_global.generic_heap, cubes_index );
-
-
-
-
-
       /* upload full buffer */
       glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
       glBufferSubData( GL_UNIFORM_BUFFER, 0, 
@@ -955,21 +518,17 @@ VG_STATIC void world_post_process( world_instance *world )
    }
 
    vg_release_thread_sync();
-
-#if 0
-   /*
-    * Setup scene collider 
-    */
-   reset_player( 1, (const char *[]){"start"} );
-#endif
 }
 
 VG_STATIC void world_process_resources( world_instance *world )
 {
    vg_info( "Loading textures\n" );
-   world->texture_count = world->meta->info.texture_count;
-   world->textures = vg_linear_alloc( world_global.generic_heap,
-                                      sizeof(GLuint)*world->texture_count );
+
+   world->texture_count = 0;
+
+   world->texture_count = world->meta.textures.count+1;
+   world->textures = vg_linear_alloc( world->heap,
+                              vg_align8(sizeof(GLuint)*world->texture_count) );
 
    vg_acquire_thread_sync();
    {
@@ -979,21 +538,23 @@ VG_STATIC void world_process_resources( world_instance *world )
       vg_tex2d_nearest();
       vg_tex2d_repeat();
 
-      for( int i=1; i<world->texture_count; i++ )
-      {
-         mdl_texture *tex = &world->meta->texture_buffer[i];
+      for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
+         mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
 
-         if( !tex->pack_offset )
-         {
+         if( !tex->file.pack_size ){
             vg_release_thread_sync();
             vg_fatal_exit_loop( "World models must have packed textures!" );
          }
 
          vg_linear_clear( vg_mem.scratch );
-         world->textures[i] = vg_tex2d_new();
+         void *src_data = vg_linear_alloc( vg_mem.scratch, 
+                                           tex->file.pack_size );
+         mdl_fread_pack_file( &world->meta, &tex->file, src_data );
+
+         world->textures[i+1] = vg_tex2d_new();
          vg_tex2d_set_error();
-         vg_tex2d_qoi( world->meta->pack + tex->pack_offset, tex->pack_length,
-                       mdl_pstr( world->meta, tex->pstr_name ));
+         vg_tex2d_qoi( src_data, tex->file.pack_size,
+                       mdl_pstr( &world->meta, tex->file.pstr_path ));
          vg_tex2d_nearest();
          vg_tex2d_repeat();
       }
@@ -1002,28 +563,21 @@ VG_STATIC void world_process_resources( world_instance *world )
 
    vg_info( "Loading materials\n" );
 
-   u32 size = sizeof(struct world_material) * world->meta->info.material_count;
-   world->materials = vg_linear_alloc( world_global.generic_heap, size );
-                       
-   world->material_count = world->meta->info.material_count;
-   memset( world->materials, 0, size );
-
-   for( int i=1; i<world->material_count; i++ )
-      world->materials[i].info = world->meta->material_buffer[i];
+   world->surface_count = world->meta.materials.count+1;
+   world->surfaces = vg_linear_alloc( world->heap,
+               vg_align8(sizeof(struct world_surface)*world->surface_count) );
 
    /* error material */
-   struct world_material *errmat = &world->materials[0];
-   v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour );
-   v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour1 );
-   errmat->info.flags = 0x00;
-   errmat->info.pstr_name = 0; /* useless? */
-   errmat->info.shader = -1;
-   errmat->info.tex_decal = 0;
-   errmat->info.tex_diffuse = 0;
-   errmat->info.tex_normal = 0;
+   struct world_surface *errmat = &world->surfaces[0];
+   memset( errmat, 0, sizeof(struct world_surface) );
+                       
+   for( u32 i=0; i<mdl_arrcount(&world->meta.materials); i++ ){
+      world->surfaces[i+1].info = 
+         *(mdl_material *)mdl_arritm( &world->meta.materials, i );
+   }
 }
 
-VG_STATIC void world_unload( world_instance *world )
+VG_STATIC void world_free( world_instance *world )
 {
    vg_acquire_thread_sync();
 
@@ -1031,161 +585,251 @@ VG_STATIC void world_unload( world_instance *world )
    mesh_free( &world->mesh_route_lines );
    mesh_free( &world->mesh_geo );
    mesh_free( &world->mesh_no_collide );
-
+   
+   /* glDeleteBuffers silently ignores 0's and names that do not correspond to 
+    * existing buffer objects. 
+    * */
    glDeleteBuffers( 1, &world->tbo_light_entities );
    glDeleteTextures( 1, &world->tex_light_entities );
-
-   /* FIXME: CANT DO THIS HERE */
-   world_global.time = 0.0;
-   world_global.rewind_from = 0.0;
-   world_global.rewind_to = 0.0;
-   world_global.last_use = 0.0;
-   world_global.active_gate = 0;
-   world_global.current_run_version = 2;
-   world_global.active_route_board = 0;
-
-   for( int i=0; i<vg_list_size(world_global.ui_bars); i++ )
-   {
-      struct route_ui_bar *uib = &world_global.ui_bars[i];
-      uib->segment_start = 0;
-      uib->segment_count = 0;
-      uib->fade_start = 0;
-      uib->fade_count = 0;
-      uib->fade_timer_start = 0.0;
-      uib->xpos = 0.0f;
-   }
+   glDeleteTextures( 1, &world->tex_light_cubes );
 
    /* delete textures and meshes */
    glDeleteTextures( world->texture_count, world->textures );
 
-   /* delete the entire block of memory */
-   /* FIXME: WE CANT DO THIS SHIT ANYMORE, NEED TO DEALLOC FROM ABOVE */
-#if 0
-   vg_linear_clear( world->dynamic_vgl );
-   vg_linear_clear( world->audio_vgl );
-#endif
-
-
    vg_release_thread_sync();
-}
 
-VG_STATIC void world_add_global_light( world_instance *world, 
-                                       v2f dir, v3f colour )
-{
-   int id = world->ub_lighting.g_light_count;
-
-   v3_copy( colour, world->ub_lighting.g_light_colours[id] );
-   v3_copy( (v3f){ cosf(dir[1]) * cosf(dir[0]),
-                   sinf(dir[0]),
-                   sinf(dir[1]) * cosf(dir[0]) }, 
-                   world->ub_lighting.g_light_directions[id] );
-   
-   world->ub_lighting.g_light_count ++;
+   world->status = k_world_status_unloaded;
 }
 
-VG_STATIC void world_clean( world_instance *world )
+VG_STATIC void world_init_blank( world_instance *world )
 {
-   /* clean dangling pointers */
-   world->meta = NULL;
+   memset( &world->meta, 0, sizeof(mdl_context) );
 
    world->textures = NULL;
    world->texture_count = 0;
-   world->materials = NULL;
-   world->material_count = 0;
+   world->surfaces = NULL;
+   world->surface_count = 0;
    
    world->scene_geo = NULL;
    world->scene_no_collide = NULL;
    world->scene_lines = NULL;
 
    world->geo_bh = NULL;
-   world->trigger_bh = NULL;
+   world->volume_bh = NULL;
    world->audio_bh = NULL;
+   world->rendering_gate = NULL;
 
-   world->spawns = NULL;
-   world->spawn_count = 0;
+   world->water.enabled = 0;
 
-   world->audio_things = NULL;
-   world->audio_things_count = 0;
+   /* default lighting conditions 
+    * -------------------------------------------------------------*/
+   struct ub_world_lighting *state = &world->ub_lighting;
 
-   world->triggers = NULL;
-   world->trigger_count = 0;
+   state->g_light_preview = 0;
+   state->g_shadow_samples = 8;
+   state->g_water_fog = 0.04f;
 
-   world->lights = NULL;
-   world->light_count = 0;
+   v4_zero( state->g_water_plane );
+   v4_zero( state->g_depth_bounds );
 
-   world->logic_relays = NULL;
-   world->relay_count = 0;
+   state->g_shadow_length = 9.50f;
+   state->g_shadow_spread = 0.65f;
 
-   world->logic_achievements = NULL;
-   world->achievement_count = 0;
+   v3_copy( (v3f){0.37f, 0.54f, 0.97f}, state->g_daysky_colour );
+   v3_copy( (v3f){0.03f, 0.05f, 0.20f}, state->g_nightsky_colour );
+   v3_copy( (v3f){1.00f, 0.32f, 0.01f}, state->g_sunset_colour );
+   v3_copy( (v3f){0.13f, 0.17f, 0.35f}, state->g_ambient_colour );
+   v3_copy( (v3f){0.25f, 0.17f, 0.51f}, state->g_sunset_ambient );
+   v3_copy( (v3f){1.10f, 0.89f, 0.35f}, state->g_sun_colour );
+}
 
-   world->nodes = NULL;
-   world->node_count = 0;
+VG_STATIC void world_entities_init( u32 world_id )
+{
+   world_instance *world = &world_global.worlds[world_id];
 
-   world->routes = NULL;
-   world->route_count = 0;
+   /* lights */
+   for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
+      ent_light *light = mdl_arritm( &world->ent_light, j );
 
-   world->gates = NULL;
-   world->gate_count = 0;
+      m4x3f to_world;
+      q_m3x3( light->transform.q, to_world );
+      v3_copy( light->transform.co, to_world[3] );
+      m4x3_invert_affine( to_world, light->inverse_world );
 
-   world->collectors = NULL;
-   world->collector_count = 0;
+      light->angle_sin_cos[0] = sinf( light->angle * 0.5f );
+      light->angle_sin_cos[1] = cosf( light->angle * 0.5f );
+   }
 
-   world->nonlocal_gates = NULL;
-   world->nonlocalgate_count = 0;
+   /* gates */
+   for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ ){
+      ent_gate *gate = mdl_arritm( &world->ent_gate, j );
 
-   world->water.enabled = 0;
+      if( gate->type == k_gate_type_teleport ){
+         gate_transform_update( gate );
+      }
+      else if( gate->type == k_gate_type_nonlocal_unlinked ){
+         const char *key = mdl_pstr( &world->meta, gate->target );
+         vg_info( "key: %s\n", key );
+
+         for( u32 i=0; i<vg_list_size(world_global.worlds); i++ ){
+            world_instance *other = &world_global.worlds[i];
+            if( other == world ) continue;
+            if( other->status != k_world_status_loaded ) continue;
+            vg_info( "Checking world %u for key matches\n", i );
+
+            for( u32 j=0; j<mdl_arrcount( &other->ent_gate ); j++ ){
+               ent_gate *gate2 = mdl_arritm( &other->ent_gate, j );
+               if( gate2->type != k_gate_type_nonlocal_unlinked ) continue;
+
+               const char *key2 = mdl_pstr( &other->meta, gate2->target );
+               vg_info( " key2: %s\n", key2 );
+
+               if( strcmp( key, key2 ) ) continue;
+
+               vg_success( "Non-local matching pair '%s' found. (%u:%u)\n",
+                            key, world_id, i );
+                  
+               gate->type = k_gate_type_nonlocel;
+               gate2->type = k_gate_type_nonlocel;
+               gate->target = i;
+               gate2->target = world_id;
+
+               v3_copy( gate->co[0], gate2->co[1] );
+               v3_copy( gate2->co[0], gate->co[1] );
+               v4_copy( gate->q[0], gate2->q[1] );
+               v4_copy( gate2->q[0], gate->q[1] );
+
+               v4f qflip;
+               q_axis_angle( qflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
+               q_mul( gate->q[0], qflip, gate->q[0] );
+               q_mul( gate->q[1], qflip, gate->q[1] );
+
+               gate_transform_update( gate );
+               gate_transform_update( gate2 );
+
+               goto matched;
+            }
+         }
+matched:;
+      }
+   }
 
+   /* water */
+   for( u32 j=0; j<mdl_arrcount(&world->ent_water); j++ ){
+      ent_water *water = mdl_arritm( &world->ent_water, j );
+      if( world->water.enabled ){
+         vg_warn( "Multiple water surfaces in level!\n" );
+         break;
+      }
 
-   /* default lighting conditions 
-    * -------------------------------------------------------------*/
-   world->ub_lighting.g_light_count = 0;
-   world->ub_lighting.g_light_preview = 0;
-   world->ub_lighting.g_shadow_samples = 8;
-   world->ub_lighting.g_water_fog = 0.04f;
+      world->water.enabled = 1;
+      water_set_surface( world, water->transform.co[1] );
+   }
+   
+   /* volumes */
+   for( u32 j=0; j<mdl_arrcount(&world->ent_volume); j++ ){
+      ent_volume *volume = mdl_arritm( &world->ent_volume, j );
+      mdl_transform_m4x3( &volume->transform, volume->to_world );
+      m4x3_invert_full( volume->to_world, volume->to_local );
+   }
+
+   /* audio packs */
+   for( u32 j=0; j<mdl_arrcount(&world->ent_audio); j++ ){
+      ent_audio *audio = mdl_arritm( &world->ent_audio, j );
+
+      for( u32 k=0; k<audio->clip_count; k++ ){
+         ent_audio_clip *clip = mdl_arritm( &world->ent_audio_clip,  
+                                             audio->clip_start+k );
 
-   v4_zero( world->ub_lighting.g_water_plane );
-   v4_zero( world->ub_lighting.g_depth_bounds );
-   v4_zero( world->ub_lighting.g_ambient_colour );
+         if( clip->file.pack_size ){
+            u32 size = clip->file.pack_size,
+                offset = clip->file.pack_offset;
 
-   v3_copy( (v3f){ 0.09f, 0.03f, 0.07f }, world->ub_lighting.g_ambient_colour );
+            /* embedded files are fine to clear the scratch buffer, only
+             * external audio uses it */
 
-   world_add_global_light( world, (v2f){  0.63f, -0.08f },
-                                  (v3f){  1.36f,  1.35f, 1.01f } );
+            vg_linear_clear( vg_mem.scratch );
+            void *data = vg_linear_alloc( vg_mem.scratch, 
+                                          clip->file.pack_size );
 
-   world_add_global_light( world, (v2f){ -2.60f, -0.13f },
-                                  (v3f){  0.33f,  0.56f, 0.64f } );
+            mdl_fread_pack_file( &world->meta, &clip->file, data );
 
-   world_add_global_light( world, (v2f){  2.60f, -0.84f },
-                                  (v3f){  0.05f,  0.05f, 0.23f } );
+            clip->clip.path = NULL;
+            clip->clip.flags = audio->flags;
+            clip->clip.data = data;
+            clip->clip.size = size;
+         }
+         else{
+            clip->clip.path = mdl_pstr( &world->meta, clip->file.pstr_path );
+            clip->clip.flags = audio->flags;
+            clip->clip.data = NULL;
+            clip->clip.size = 0;
+         }
 
-   world->ub_lighting.g_light_directions[0][3] = 9.50f;
-   world->ub_lighting.g_light_colours[0][3] = 0.65f;
+         audio_clip_load( &clip->clip, world->heap );
+      }
+   }
 }
 
-VG_STATIC void world_load( world_instance *world, const char *path )
+VG_STATIC void world_load( u32 index, const char *path )
 {
-   world_unload( world );
-   world_clean( world );
+   world_instance *world = &world_global.worlds[index];
+   world_init_blank( world );
+   world->status = k_world_status_loading;
 
-   world->meta = mdl_load_full( world_global.generic_heap, path );
    vg_info( "Loading world: %s\n", path );
 
+   void *allocator = NULL;
+   if( index == 0 ) allocator = world_global.heap;
+   else allocator = world_global.worlds[index-1].heap;
+
+   u32 heap_availible = vg_linear_remaining( allocator );
+   u32 min_overhead = sizeof(vg_linear_allocator);
+
+   if( heap_availible < (min_overhead+1024) ){
+      vg_fatal_exit_loop( "out of memory" );
+   }
+
+   u32 size = heap_availible - min_overhead;
+   void *heap = vg_create_linear_allocator( allocator, size, 
+                                            VG_MEMORY_SYSTEM );
+
+   world->heap = heap;
+   mdl_context *meta = &world->meta;
+
+   mdl_open( meta, path, world->heap );
+   mdl_load_metadata_block( meta, world->heap );
+   mdl_load_animation_block( meta, world->heap );
+   mdl_load_mesh_block( meta, world->heap );
+
+   mdl_load_array( meta, &world->ent_gate,      "ent_gate",       heap );
+   mdl_load_array( meta, &world->ent_spawn,     "ent_spawn",      heap );
+   mdl_load_array( meta, &world->ent_light,     "ent_light",      heap );
+   mdl_load_array( meta, &world->ent_route_node,"ent_route_node", heap );
+   mdl_load_array( meta, &world->ent_path_index,"ent_path_index", heap );
+   mdl_load_array( meta, &world->ent_checkpoint,"ent_checkpoint", heap );
+   mdl_load_array( meta, &world->ent_route,     "ent_route",      heap );
+   mdl_load_array( meta, &world->ent_water,     "ent_water",      heap );
+   mdl_load_array( meta, &world->ent_audio_clip,"ent_audio_clip", heap );
+   mdl_load_array( meta, &world->ent_audio,     "ent_audio",      heap );
+   mdl_load_array( meta, &world->ent_volume,    "ent_volume",     heap );
+
    /* process resources from pack */
    world_process_resources( world );
 
-   /* dynamic allocations */
-   world_ents_allocate( world );
-   world_routes_allocate( world );
-
-   /* meta processing */
-   world_routes_process( world );
-   world_entities_process( world );
+   world_routes_ent_init( world );
+   world_entities_init( index );
+   world->volume_bh = bh_create( heap, &bh_system_volumes, world,
+                                 mdl_arrcount( &world->ent_volume ), 1 );
    
    /* main bulk */
    world_generate( world );
    world_routes_generate( world );
    world_post_process( world );
+
+   mdl_close( meta );
+
+   world->status = k_world_status_loaded;
 }
 
 #endif /* WORLD_GEN_H */