Cramming PhysX in there

More PhysX work

More PhysX work
This commit is contained in:
2025-07-06 23:58:40 +02:00
parent c3a1686325
commit 84350b85ab
3257 changed files with 587241 additions and 66 deletions

View File

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