Cramming PhysX in there
More PhysX work More PhysX work
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@@ -41,8 +41,6 @@ Engine_Core :: struct {
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directional_light_buffer : Buffer_Handle;
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point_light_buffer : Buffer_Handle;
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on_frustum_render: (Vector3, Vector3);
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procs: struct {
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on_scene_loaded: (*Scene, Engine_Mode);
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on_pre_scene_loaded: (*Scene, Engine_Mode);
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@@ -85,6 +83,8 @@ coven_init :: (window_title: string, window_width: u32, window_height: u32, full
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init_audio_system();
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init_console();
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init_physx();
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#if EDITOR {
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init_editor();
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ui_init();
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@@ -159,6 +159,7 @@ coven_run :: (game_update_proc: (float), game_editor_update_proc: (float), game_
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update_animators(clamped_dt);
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update_mesh_colliders(engine.current_scene);
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update_physics(engine.current_scene, clamped_dt);
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tick_physx(engine.current_scene.physx_scene, clamped_dt);
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game_update_post_physics_proc(clamped_dt);
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}
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} else {
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@@ -236,6 +237,7 @@ switch_engine_mode :: (to_mode: Engine_Mode) {
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#load "core/console.jai";
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#load "audio/audio.jai";
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#load "core/fps.jai";
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#load "physics/physx.jai";
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#scope_export
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