#include <default.c>
function main()
{
d3d_lines = 3; level_load("");
vec_set(camera.x,vector(-150,0,100));
vec_set(camera.pan,vector(0,-30,0));
ENTITY* terrain = ent_createterrain(NULL,nullvector,10,10,10);
ent_setskin(terrain, bmap_fill(bmap_createblack(32,32,16),COLOR_WHITE,100), 1);
you = ent_create(SPHERE_MDL,nullvector,NULL); vec_scale (you.scale_x, 2);
ent_setskin(you, bmap_fill(bmap_createblack(32,32,16),COLOR_GREEN,100), 1);
while(1){
int i = ent_status(terrain,0);
for (; i>0; i--) {
CONTACT* c = ent_getvertex(terrain,NULL,i);
c.v.x += 10 * (key_w - key_s) * time_frame;
c.v.z += 10 * (key_a - key_d) * time_frame; // Y = Z (DX coordinate system)
ent_setvertex(terrain,c,i);
}
c_setminmax(terrain);
wait(1);
}
}