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2024-08-04 20:50:17 -05:00
.forgejo/workflows Work on adding some basic CI 2024-07-30 10:06:09 -05:00
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src Nudge character up so it's collision center is in the center of the screen 2024-08-04 20:50:17 -05:00
.envrc Initial commit 2023-12-19 10:35:34 -06:00
.gitignore Add a crane build for incremental builds? 2024-07-31 21:00:21 -05:00
Cargo.lock Inspector work to filter tiles, some experiments with rolling my own tiles system 2024-08-02 16:32:28 -05:00
Cargo.toml It's working! The tiles fade in and our "loading screen" works. The FPS counter just keeps chugging. 2024-08-03 00:03:44 -05:00
flake.lock Add a crane build for incremental builds? 2024-07-31 21:00:21 -05:00
flake.nix Maybe progress? A task per tile because we're super lazy 2024-08-02 21:43:30 -05:00
readme.md Update readme.md 2024-08-01 23:13:18 -05:00

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.

Running

On some AMD wayland systems, you may need to force the RADV driver using the ICD loader:

AMD_VULKAN_ICD=RADV cargo run

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