void runTerrainDestructionDemo()
{
	isRunning = true;
	EngineInterface::createEngine("Data/Scripts/config.lua");
	EngineInterface::addRenderTask("renderSprites");
	EngineInterface::addUpdateTask("performFrustumCulling");
	EngineInterface::addGameLoopTask("updateTerrain",updateTerrain);

	EngineInterface::connectKeyboardAction(Escape,exitTerrainDestructionDemo);
	EngineInterface::connectMouseAction(LeftButton,fireMissile);

	FlightCamera* camera = new FlightCamera(Vector3D(0.0f,2000.0f,0.0f),Vector3D(0.0f,0.0f,-1.0f));
	EngineInterface::connectKeyboardAction(W,boost::bind(&FlightCamera::moveCameraForward,camera));
	EngineInterface::connectMouseMoveAction(boost::bind(&FlightCamera::changeViewTarget,camera,_1,_2));
	EngineInterface::addSceneCamera(camera);

	SceneEntity* terrain = new SceneEntity("Terrain","Terrain","Terrain");
	terrain->initializeSceneEntity();
	terrain->setEntityPosition(-128.0f*50.0f,0.0f,-128.0f*50.0f);
	EngineInterface::addIndependentToScene(terrain);

	SceneEntity* skyDome = new SceneEntity("Sky","SkyDome","SkyDome");
	skyDome->initializeSceneEntity();
	skyDome->setEntityOrientation(-90.0f,0.0f,0.0f);
	skyDome->setEntityScale(10000.0f,10000.0f,10000.0f);
	EngineInterface::addIndependentToScene(skyDome);
	
	SceneEntity* flight = new SceneEntity("F16","F16","F16");
	flight->initializeSceneEntity();
	flight->setEntityScale(0.1f,0.1f,0.1f);
	flight->setEntityPosition(0.0f,1600.0f,-10.0f);
	flight->setEntityOrientation(0.0f,180.0f,180.0f);
	flight->setFunctionUpdating(updateFlight);
	flight->entityPhysics.velocity.set(20.0f,20.0f,20.0f);
	flight->entityPhysics.isKinematic = true;
	EngineInterface::addEntityToScene(flight);
	
	Missile* missile = new Missile("Missile","Missile","Missile");
	missile->initializeSceneEntity();
	missile->setEntityScale(20.0f,20.0f,20.0f);
	missile->setExtendingUpdating();
	missile->entityPhysics.isKinematic = true;
	missile->entityPhysics.velocity.set(200.0f,200.0f,200.0f);
	EngineInterface::addEntityToScene(missile);
	
	EngineInterface::initializeFont("Font",32);
	EngineInterface::addSprite("AyumiLogo",Vector3D(-500.0f,-500.0f,0.0f),Vector3D(256.0f,47.0f,0.0f));
	EngineInterface::addSprite("Crosshair",Vector3D(0.0f,0.0f,0.0f),Vector3D(64.0f,64.0f,0.0f));

	EngineInterface::addDynamicActor(flight,BOX,CollisionFilter::AIRCRAFT,CollisionFilter::TERRAIN);
	EngineInterface::addDynamicActor(missile,BOX,CollisionFilter::MISSILE,CollisionFilter::TERRAIN);
	EngineInterface::addCollisionCallback("F16","Terrain",flightCollision);
	EngineInterface::addCollisionCallback("Missile","Terrain",missileCollision);
	destruction = EngineInterface::createDestructibleTerrain(terrain,"Data/Mesh/terrainDemo.raw",Vector4D(256.0,50.0,50.0,1500.0),CollisionFilter::TERRAIN,CollisionFilter::MISSILE | CollisionFilter::AIRCRAFT);

	EngineInterface::runGameLoop(&isRunning);
	EngineInterface::releaseDestructibleTerrain(destruction);
	EngineInterface::releaseEngine();	
}