No description
.forgejo/workflows | ||
assets | ||
src | ||
.envrc | ||
.gitignore | ||
Cargo.lock | ||
Cargo.toml | ||
flake.lock | ||
flake.nix | ||
readme.md |
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
To Do
- Basics (the stuff I can do just about anywhere)
- Window
- Movement
- Flipping sprites
- Camera
- SFX
- Y-sort
- Layers?
- UI stuff
- Multiplayer
- Ambient game engine?
- I would like in-browser (and mobile) playability and multiplayer
- Lightyear?
- Ambient game engine?
- Tile system
- Basic map
- In-game editing?
- Enemies
- "Position delta" pathfinding
- Profiling
- Seems to use a lot of resources doing hardly anything
- Something to slice a tile map into a navigation mesh
- Repeatedly?
- Navmesh may be super overkill and astar may be sufficient?
- Smart pathfinding
pathfinding
crate?
- ???
- Profit