No description
Find a file
2023-12-22 22:07:35 -06:00
.cargo Initial commit 2023-12-19 11:17:49 -06:00
assets/img Add a bunch of assets 2023-12-20 22:40:13 -06:00
src Fix warning 2023-12-22 22:00:14 -06:00
.envrc Initial commit 2023-12-19 10:35:34 -06:00
.gitignore Initial commit 2023-12-19 11:17:49 -06:00
Cargo.lock Cleanup and add assets and camera modules 2023-12-20 13:24:16 -06:00
Cargo.toml Cleanup and add assets and camera modules 2023-12-20 13:24:16 -06:00
flake.lock Initial commit 2023-12-19 10:35:34 -06:00
flake.nix Initial commit 2023-12-19 11:17:49 -06:00
readme.md Readme updates 2023-12-22 22:07:35 -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

  • Basics (the stuff I can do just about anywhere)
    • Window
    • Movement
    • Flipping sprites
    • Camera
    • Tile system
    • Basic map
    • Enemies
    • "Position delta" pathfinding
  • 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?
  • Multiplayer
    • Ambient game engine?
      • I would like in-browser (and mobile) playability and multiplayer
  • ???
  • Profit