Example #1
0
void Pi::Init()
{

	OS::NotifyLoadBegin();

	FileSystem::Init();
	FileSystem::userFiles.MakeDirectory(""); // ensure the config directory exists

	Pi::config = new GameConfig();
	KeyBindings::InitBindings();

	if (config->Int("RedirectStdio"))
		OS::RedirectStdio();

	ModManager::Init();

	if (!Lang::LoadStrings(config->String("Lang")))
		abort();

	Pi::detail.planets = config->Int("DetailPlanets");
	Pi::detail.textures = config->Int("Textures");
	Pi::detail.fracmult = config->Int("FractalMultiple");
	Pi::detail.cities = config->Int("DetailCities");

#ifdef __linux__
	// there appears to be a bug in the Linux evdev input driver that stops
	// DGA mouse grab restoring state correctly. SDL can use an alternative
	// method, but its only configurable via environment variable. Here we set
	// that environment variable (unless the user explicitly doesn't want it
	// via config).
	//
	// we also enable warp-after-grab here, as the SDL alternative method
	// doesn't restore the mouse pointer to its pre-grab position
	//
	// XXX SDL2 uses a different mechanism entirely and this environment
	// variable doesn't exist there, so we can get rid of it when we go to SDL2
	if (!config->Int("SDLUseDGAMouse")) {
		Pi::warpAfterMouseGrab = true;
		setenv("SDL_VIDEO_X11_DGAMOUSE", "0", 1);
	}
#endif

	// Initialize SDL
	Uint32 sdlInitFlags = SDL_INIT_VIDEO | SDL_INIT_JOYSTICK;
#if defined(DEBUG) || defined(_DEBUG)
	sdlInitFlags |= SDL_INIT_NOPARACHUTE;
#endif
	if (SDL_Init(sdlInitFlags) < 0) {
		OS::Error("SDL initialization failed: %s\n", SDL_GetError());
	}

	// needed for the UI
	SDL_EnableUNICODE(1);

	// Do rest of SDL video initialization and create Renderer
	Graphics::Settings videoSettings = {};
	videoSettings.width = config->Int("ScrWidth");
	videoSettings.height = config->Int("ScrHeight");
	videoSettings.fullscreen = (config->Int("StartFullscreen") != 0);
	videoSettings.shaders = (config->Int("DisableShaders") == 0);
	videoSettings.requestedSamples = config->Int("AntiAliasingMode");
	videoSettings.vsync = (config->Int("VSync") != 0);
	videoSettings.useTextureCompression = (config->Int("UseTextureCompression") != 0);

	Pi::renderer = Graphics::Init(videoSettings);
	{
		std::ostringstream buf;
		renderer->PrintDebugInfo(buf);

		FILE *f = FileSystem::userFiles.OpenWriteStream("opengl.txt", FileSystem::FileSourceFS::WRITE_TEXT);
		if (!f)
			fprintf(stderr, "Could not open 'opengl.txt'\n");
		const std::string &s = buf.str();
		fwrite(s.c_str(), 1, s.size(), f);
		fclose(f);
	}

	OS::LoadWindowIcon();
	SDL_WM_SetCaption("Pioneer","Pioneer");

	Pi::scrAspect = videoSettings.width / float(videoSettings.height);

	Pi::rng.seed(time(0));

	InitJoysticks();
	joystickEnabled = (config->Int("EnableJoystick")) ? true : false;
	mouseYInvert = (config->Int("InvertMouseY")) ? true : false;

	navTunnelDisplayed = (config->Int("DisplayNavTunnel")) ? true : false;

	// XXX UI requires Lua  but Pi::ui must exist before we start loading
	// templates. so now we have crap everywhere :/
	Lua::Init();

	Pi::ui.Reset(new UI::Context(Lua::manager, Pi::renderer, Graphics::GetScreenWidth(), Graphics::GetScreenHeight(), Lang::GetCurrentLanguage()));

	LuaInit();

	// Gui::Init shouldn't initialise any VBOs, since we haven't tested
	// that the capability exists. (Gui does not use VBOs so far)
	Gui::Init(renderer, Graphics::GetScreenWidth(), Graphics::GetScreenHeight(), 800, 600);

	draw_progress(0.1f);

	Galaxy::Init();
	draw_progress(0.2f);

	Faction::Init();
	draw_progress(0.3f);

	CustomSystem::Init();
	draw_progress(0.4f);

	LmrModelCompilerInit(Pi::renderer);
	modelCache = new ModelCache(Pi::renderer);
	draw_progress(0.5f);

//unsigned int control_word;
//_clearfp();
//_controlfp_s(&control_word, _EM_INEXACT | _EM_UNDERFLOW | _EM_ZERODIVIDE, _MCW_EM);
//double fpexcept = Pi::timeAccelRates[1] / Pi::timeAccelRates[0];

	ShipType::Init();
	draw_progress(0.6f);

	GeoSphere::Init();
	draw_progress(0.7f);

	CityOnPlanet::Init();
	draw_progress(0.8f);

	SpaceStation::Init();
	draw_progress(0.9f);

	Sfx::Init(Pi::renderer);
	draw_progress(0.95f);

	if (!config->Int("DisableSound")) {
		Sound::Init();
		Sound::SetMasterVolume(config->Float("MasterVolume"));
		Sound::SetSfxVolume(config->Float("SfxVolume"));
		GetMusicPlayer().SetVolume(config->Float("MusicVolume"));

		Sound::Pause(0);
		if (config->Int("MasterMuted")) Sound::Pause(1);
		if (config->Int("SfxMuted")) Sound::SetSfxVolume(0.f);
		if (config->Int("MusicMuted")) GetMusicPlayer().SetEnabled(false);
	}
	draw_progress(1.0f);

	OS::NotifyLoadEnd();

#if 0
	// frame test code

	Frame *root = new Frame(0, "root", 0);
	Frame *p1 = new Frame(root, "p1", Frame::FLAG_HAS_ROT);
	Frame *p1r = new Frame(p1, "p1r", Frame::FLAG_ROTATING);
	Frame *m1 = new Frame(p1, "m1", Frame::FLAG_HAS_ROT);
	Frame *m1r = new Frame(m1, "m1r", Frame::FLAG_ROTATING);
	Frame *p2 = new Frame(root, "p2", Frame::FLAG_HAS_ROT);
	Frame *p2r = new Frame(p2, "pr2", Frame::FLAG_ROTATING);

	p1->SetPosition(vector3d(1000,0,0));
	p1->SetVelocity(vector3d(0,1,0));
	p2->SetPosition(vector3d(0,2000,0));
	p2->SetVelocity(vector3d(-2,0,0));
	p1r->SetAngVelocity(vector3d(0,0,0.0001));
	p1r->SetOrient(matrix3x3d::BuildRotate(M_PI/4, vector3d(0,0,1)));
	p2r->SetAngVelocity(vector3d(0,0,-0.0004));
	p2r->SetOrient(matrix3x3d::BuildRotate(-M_PI/2, vector3d(0,0,1)));
	root->UpdateOrbitRails(0, 0);

	CargoBody *c1 = new CargoBody(Equip::Type::SLAVES);
	c1->SetFrame(p1r);
	c1->SetPosition(vector3d(0,180,0));
//	c1->SetVelocity(vector3d(1,0,0));
	CargoBody *c2 = new CargoBody(Equip::Type::SLAVES);
	c2->SetFrame(p1r);
	c2->SetPosition(vector3d(0,200,0));
//	c2->SetVelocity(vector3d(1,0,0));

	vector3d pos = c1->GetPositionRelTo(p1);
	vector3d vel = c1->GetVelocityRelTo(p1);
	double speed = vel.Length();
	vector3d pos2 = c2->GetPositionRelTo(p1);
	vector3d vel2 = c2->GetVelocityRelTo(p1);
	double speed2 = vel2.Length();

	double speed3 = c2->GetVelocityRelTo(c1).Length();
	c2->SwitchToFrame(p1);
	vector3d vel4 = c2->GetVelocityRelTo(c1);
	double speed4 = c2->GetVelocityRelTo(c1).Length();


	root->UpdateOrbitRails(0, 1.0);

	//buildrotate test

	matrix3x3d m = matrix3x3d::BuildRotate(M_PI/2, vector3d(0,0,1));
	vector3d v = m * vector3d(1,0,0);

/*	vector3d pos = p1r->GetPositionRelTo(p2r);
	vector3d vel = p1r->GetVelocityRelTo(p2r);
	matrix3x3d o1 = p1r->GetOrientRelTo(p2r);
	double speed = vel.Length();
	vector3d pos2 = p2r->GetPositionRelTo(p1r);
	vector3d vel2 = p2r->GetVelocityRelTo(p1r);
	matrix3x3d o2 = p2r->GetOrientRelTo(p1r);
	double speed2 = vel2.Length();
*/	root->UpdateOrbitRails(0, 1.0/60);

	delete p2r; delete p2; delete m1r; delete m1; delete p1r; delete p1; delete root;
	delete c1; delete c2;

#endif

#if 0
	// test code to produce list of ship stats

	FILE *pStatFile = fopen("shipstat.csv","wt");
	if (pStatFile)
	{
		fprintf(pStatFile, "name,lmrname,hullmass,capacity,fakevol,rescale,xsize,ysize,zsize,facc,racc,uacc,sacc,aacc,exvel\n");
		for (std::map<std::string, ShipType>::iterator i = ShipType::types.begin();
				i != ShipType::types.end(); ++i)
		{
			ShipType *shipdef = &(i->second);
			LmrModel *lmrModel = LmrLookupModelByName(shipdef->lmrModelName.c_str());
			LmrObjParams lmrParams; memset(&lmrParams, 0, sizeof(LmrObjParams));
			lmrParams.animationNamespace = "ShipAnimation";
			EquipSet equip; equip.InitSlotSizes(shipdef->id);
			lmrParams.equipment = &equip;
			LmrCollMesh *collMesh = new LmrCollMesh(lmrModel, &lmrParams);
			Aabb aabb = collMesh->GetAabb();

			double hullmass = shipdef->hullMass;
			double capacity = shipdef->capacity;
			double xsize = aabb.max.x-aabb.min.x;
			double ysize = aabb.max.y-aabb.min.y;
			double zsize = aabb.max.z-aabb.min.z;
			double fakevol = xsize*ysize*zsize;
			double rescale = pow(fakevol/(100 * (hullmass+capacity)), 0.3333333333);
			double brad = aabb.GetRadius();
			double simass = (hullmass + capacity) * 1000.0;
			double angInertia = (2/5.0)*simass*brad*brad;
			double acc1 = shipdef->linThrust[ShipType::THRUSTER_FORWARD] / (9.81*simass);
			double acc2 = shipdef->linThrust[ShipType::THRUSTER_REVERSE] / (9.81*simass);
			double acc3 = shipdef->linThrust[ShipType::THRUSTER_UP] / (9.81*simass);
			double acc4 = shipdef->linThrust[ShipType::THRUSTER_RIGHT] / (9.81*simass);
			double acca = shipdef->angThrust/angInertia;
			double exvel = shipdef->linThrust[ShipType::THRUSTER_FORWARD] /
				(shipdef->fuelTankMass * shipdef->thrusterFuelUse * 10 * 1e6);

			fprintf(pStatFile, "%s,%s,%.1f,%.1f,%.1f,%.3f,%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,%f,%.1f\n",
				shipdef->name.c_str(), shipdef->lmrModelName.c_str(), hullmass, capacity,
				fakevol, rescale, xsize, ysize, zsize, acc1, acc2, acc3, acc4, acca, exvel);
			delete collMesh;
		}
		fclose(pStatFile);
	}
#endif

	luaConsole = new LuaConsole(10);
	KeyBindings::toggleLuaConsole.onPress.connect(sigc::ptr_fun(&Pi::ToggleLuaConsole));

	gameMenuView = new GameMenuView();
	config->Save();
}
Example #2
0
File: Pi.cpp Project: Snaar/pioneer
void Pi::Init()
{
	config.Load(GetPiUserDir() + "config.ini");

	Pi::detail.planets = config.Int("DetailPlanets");
	Pi::detail.cities = config.Int("DetailCities");

	int width = config.Int("ScrWidth");
	int height = config.Int("ScrHeight");
	const SDL_VideoInfo *info = NULL;
	Uint32 sdlInitFlags = SDL_INIT_VIDEO | SDL_INIT_JOYSTICK;
#if defined _WIN32 && defined _DEBUG
	sdlInitFlags |= SDL_INIT_NOPARACHUTE;
#endif
	if (SDL_Init(sdlInitFlags) < 0) {
		fprintf(stderr, "Video initialization failed: %s\n", SDL_GetError());
		exit(-1);
	}

	InitJoysticks();

	// no mode set, find an ok one
	if ((width <= 0) || (height <= 0)) {
		SDL_Rect **modes = SDL_ListModes(NULL, SDL_HWSURFACE | SDL_FULLSCREEN);
		
		if (modes == 0) {
			fprintf(stderr, "It seems no video modes are available...");
		}
		if (modes == (SDL_Rect **)-1) {
			// hm. all modes available. odd. try 800x600
			width = 800; height = 600;
		} else {
			width = modes[0]->w;
			height = modes[0]->h;
		}
	}

	info = SDL_GetVideoInfo();
	printf("SDL_GetVideoInfo says %d bpp\n", info->vfmt->BitsPerPixel);
	switch (info->vfmt->BitsPerPixel) {
		case 16:
			SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
			SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
			SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
			break;
		case 24:
		case 32:
			SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
			SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
			SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
			break;
		default:
			fprintf(stderr, "Invalid pixel depth: %d bpp\n", info->vfmt->BitsPerPixel);
	} 
	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

	Uint32 flags = SDL_OPENGL;
	if (config.Int("StartFullscreen")) flags |= SDL_FULLSCREEN;

	if ((Pi::scrSurface = SDL_SetVideoMode(width, height, info->vfmt->BitsPerPixel, flags)) == 0) {
		// fall back on 16-bit depth buffer...
		SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
		fprintf(stderr, "Failed to set video mode. (%s). Re-trying with 16-bit depth buffer.\n", SDL_GetError());
		if ((Pi::scrSurface = SDL_SetVideoMode(width, height, info->vfmt->BitsPerPixel, flags)) == 0) {
			fprintf(stderr, "Failed to set video mode: %s", SDL_GetError());
		}
	}

	glewInit();
	SDL_WM_SetCaption("Pioneer","Pioneer");
	Pi::scrWidth = width;
	Pi::scrHeight = height;
	Pi::scrAspect = width / (float)height;

	Pi::rng.seed(time(NULL));

	InitOpenGL();
	GLFTInit();
	// Gui::Init shouldn't initialise any VBOs, since we haven't tested
	// that the capability exists. (Gui does not use VBOs so far)
	Gui::Init(scrWidth, scrHeight, 800, 600);
	if (!GLEW_ARB_vertex_buffer_object) {
		Error("OpenGL extension ARB_vertex_buffer_object not supported. Pioneer can not run on your graphics card.");
	}
	Render::Init(width, height);
	draw_progress(0.1f);
	Galaxy::Init();
	draw_progress(0.2f);
	NameGenerator::Init();
	if (config.Int("DisableShaders")) Render::ToggleShaders();
	if (config.Int("EnableHDR")) Render::ToggleHDR();

	draw_progress(0.3f);
	LmrModelCompilerInit();

//unsigned int control_word;
//_clearfp();
//_controlfp_s(&control_word, _EM_INEXACT | _EM_UNDERFLOW, _MCW_EM);
//double fpexcept = Pi::timeAccelRates[1] / Pi::timeAccelRates[0];


	draw_progress(0.4f);
	ShipType::Init();


	draw_progress(0.5f);
	GeoSphere::Init();
	draw_progress(0.6f);
	Space::Init();
	draw_progress(0.7f);
	Polit::Init();
	draw_progress(0.8f);
	SpaceStation::Init();
	draw_progress(0.9f);

	if (!config.Int("DisableSound")) {
		Sound::Init();
		Sound::SetGlobalVolume(config.Float("SfxVolume"));
		Sound::Pause(0);
	}
	draw_progress(1.0f);

	// test code to produce list of ship stats

	FILE *pStatFile = fopen("shipstat.csv","wt");
	if (pStatFile)
	{
		fprintf(pStatFile, "name,lmrname,hullmass,capacity,xsize,ysize,zsize,facc,racc,uacc,aacc\n");
		for (std::map<std::string, ShipType>::iterator i = ShipType::types.begin();
				i != ShipType::types.end(); ++i)
		{
			ShipType *shipdef = &(i->second);
			LmrModel *lmrModel = LmrLookupModelByName(shipdef->lmrModelName.c_str());
			LmrObjParams lmrParams; memset(&lmrParams, 0, sizeof(LmrObjParams));
			LmrCollMesh *collMesh = new LmrCollMesh(lmrModel, &lmrParams);
			Aabb aabb = collMesh->GetAabb();
		
			double hullmass = shipdef->hullMass;
			double capacity = shipdef->capacity;
			double xsize = aabb.max.x-aabb.min.x;
			double ysize = aabb.max.y-aabb.min.y;
			double zsize = aabb.max.z-aabb.min.z;
			double brad = aabb.GetBoundingRadius();
			double simass = (hullmass + capacity) * 1000.0;
			double angInertia = (2/5.0)*simass*brad*brad;
			double acc1 = shipdef->linThrust[ShipType::THRUSTER_FORWARD] / (9.81*simass);
			double acc2 = shipdef->linThrust[ShipType::THRUSTER_REVERSE] / (9.81*simass);
			double acc3 = shipdef->linThrust[ShipType::THRUSTER_UP] / (9.81*simass);
			double acca = shipdef->angThrust/angInertia;

			fprintf(pStatFile, "%s,%s,%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,%f\n",
				shipdef->name.c_str(), shipdef->lmrModelName.c_str(), hullmass, capacity,
				xsize, ysize, zsize, acc1, acc2, acc3, acca);
		}
		fclose(pStatFile);
	}

	gameMenuView = new GameMenuView();
	config.Save();
}
Example #3
0
void Viewer::MainLoop()
{
	Uint32 lastTurd = SDL_GetTicks();

	Uint32 t = SDL_GetTicks();
	int numFrames = 0;
	Uint32 lastFpsReadout = SDL_GetTicks();
	g_campos = vector3f(0.0f, 0.0f, m_cmesh->GetBoundingRadius());
	g_camorient = matrix4x4f::Identity();
	matrix4x4f modelRot = matrix4x4f::Identity();
	

	printf("Geom tree build in %dms\n", SDL_GetTicks() - t);

	Render::State::SetZnearZfar(1.0f, 10000.0f);

	for (;;) {
		PollEvents();
		Render::PrepareFrame();

		if (g_keyState[SDLK_LSHIFT] || g_keyState[SDLK_RSHIFT]) {
			if (g_keyState[SDLK_UP]) g_camorient = g_camorient * matrix4x4f::RotateXMatrix(g_frameTime);
			if (g_keyState[SDLK_DOWN]) g_camorient = g_camorient * matrix4x4f::RotateXMatrix(-g_frameTime);
			if (g_keyState[SDLK_LEFT]) g_camorient = g_camorient * matrix4x4f::RotateYMatrix(-g_frameTime);
			if (g_keyState[SDLK_RIGHT]) g_camorient = g_camorient * matrix4x4f::RotateYMatrix(g_frameTime);
			if (g_mouseButton[3]) {
				float rx = 0.01f*g_mouseMotion[1];
				float ry = 0.01f*g_mouseMotion[0];
				g_camorient = g_camorient * matrix4x4f::RotateXMatrix(rx);
				g_camorient = g_camorient * matrix4x4f::RotateYMatrix(ry);
				if (g_mouseButton[1]) {
					g_campos = g_campos - g_camorient * vector3f(0.0f,0.0f,1.0f) * 0.01 *
						m_model->GetDrawClipRadius();
				}
			}
		} else {
			if (g_keyState[SDLK_UP]) modelRot = modelRot * matrix4x4f::RotateXMatrix(g_frameTime);
			if (g_keyState[SDLK_DOWN]) modelRot = modelRot * matrix4x4f::RotateXMatrix(-g_frameTime);
			if (g_keyState[SDLK_LEFT]) modelRot = modelRot * matrix4x4f::RotateYMatrix(-g_frameTime);
			if (g_keyState[SDLK_RIGHT]) modelRot = modelRot * matrix4x4f::RotateYMatrix(g_frameTime);
			if (g_mouseButton[3]) {
				float rx = 0.01f*g_mouseMotion[1];
				float ry = 0.01f*g_mouseMotion[0];
				modelRot = modelRot * matrix4x4f::RotateXMatrix(rx);
				modelRot = modelRot * matrix4x4f::RotateYMatrix(ry);
			}
		}
		if (g_keyState[SDLK_EQUALS]) g_campos = g_campos - g_camorient * vector3f(0.0f,0.0f,1.0f);
		if (g_keyState[SDLK_MINUS]) g_campos = g_campos + g_camorient * vector3f(0.0f,0.0f,1.0f);
		if (g_keyState[SDLK_PAGEUP]) g_campos = g_campos - g_camorient * vector3f(0.0f,0.0f,1.0f);
		if (g_keyState[SDLK_PAGEDOWN]) g_campos = g_campos + g_camorient * vector3f(0.0f,0.0f,1.0f);

//		geom->MoveTo(modelRot, vector3d(0.0,0.0,0.0));

		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();
		float fracH = g_height / (float)g_width;
		glFrustum(-1, 1, -fracH, fracH, 1.0f, 10000.0f);
		glMatrixMode(GL_MODELVIEW);
		glLoadIdentity();
		glClearColor(0,0,0,0);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		
		SetSbreParams();

		int beforeDrawTriStats = LmrModelGetStatsTris();
	
		if (g_renderType == 0) {
			glPushAttrib(GL_ALL_ATTRIB_BITS);
			matrix4x4f m = g_camorient.InverseOf() * matrix4x4f::Translation(-g_campos) * modelRot.InverseOf();
			if (g_doBenchmark) {
				for (int i=0; i<1000; i++) m_model->Render(m, &params);
			} else {
				m_model->Render(m, &params);
			}
			glPopAttrib();
		} else if (g_renderType == 1) {
			glPushMatrix();
			matrix4x4f m = g_camorient.InverseOf() * matrix4x4f::Translation(-g_campos) * modelRot.InverseOf();
			glMultMatrixf(&m[0]);
			render_coll_mesh(m_cmesh);
			glPopMatrix();
		} else {
			matrix4x4f tran = modelRot * g_camorient;//.InverseOf();
			vector3d forward = tran * vector3d(0.0,0.0,-1.0);
			vector3d up = tran * vector3d(0.0,1.0,0.0);
			raytraceCollMesh(modelRot * g_campos, up, forward, m_space);
		}
		Render::State::UseProgram(0);
		Render::UnbindAllBuffers();

		{
			char buf[128];
			Aabb aabb = m_cmesh->GetAabb();
			snprintf(buf, sizeof(buf), "%d triangles, collision mesh size: %.1fx%.1fx%.1f (radius %.1f)",
					(g_renderType == 0 ? 
						LmrModelGetStatsTris() - beforeDrawTriStats :
						m_cmesh->m_numTris),
					aabb.max.x-aabb.min.x,
					aabb.max.y-aabb.min.y,
					aabb.max.z-aabb.min.z,
					aabb.GetBoundingRadius());
			m_trisReadout->SetText(buf);
		}
		
		Render::PostProcess();
		Gui::Draw();
		
		glError();
		Render::SwapBuffers();
		numFrames++;
		g_frameTime = (SDL_GetTicks() - lastTurd) * 0.001f;
		lastTurd = SDL_GetTicks();
	
		if (SDL_GetTicks() - lastFpsReadout > 1000) {
			int numTris = LmrModelGetStatsTris();
			LmrModelClearStatsTris();
			printf("%d fps, %.3f Million tris/sec\n", numFrames, numTris/1000000.0f);
			numFrames = 0;
			lastFpsReadout = SDL_GetTicks();
		}

		//space->Collide(onCollision);
	}
}