Go to file
2024-07-24 17:03:22 -05:00
.cargo Moldy 2024-05-17 09:16:25 -05:00
assets Drawing text 2024-02-03 21:15:30 -06:00
src Someday 2024-07-24 17:03:22 -05:00
.envrc Initial commit 2023-12-19 10:35:34 -06:00
.gitignore Initial commit 2023-12-19 11:17:49 -06:00
Cargo.lock WIP upgrade 2024-05-17 09:11:33 -05:00
Cargo.toml Fix not being sorted when created 2024-07-24 16:23:57 -05:00
flake.lock WIP upgrade 2024-05-17 09:11:33 -05:00
flake.nix Update flake 2024-02-02 09:41:32 -06:00
readme.md Drawing text 2024-02-03 21:15:30 -06:00

Bevy Playground

Ideally, I would love to make a game similar to Kodo Tag, the not-so-famous Warcraft III custom map/scenario.

I will probably never get there.

I've been trying for years to even get close, but I always choke on pathfinding.

I'm hoping I can leverage a good navmesh and pathfinding crate combination to do the heavy-lifting for me plus it's a fun excuse to write more Rust.

To Do