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.cargo Initial commit 2023-12-19 11:17:49 -06:00
assets Click to spawn statues to learn mouse positioning stuff, prep for UI work in order to implement networking 2024-02-02 10:07:14 -06:00
src Can drop statues 2024-02-02 11:35:18 -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 Update flake 2024-02-02 09:41:32 -06:00
Cargo.toml Sound plays, but spatial-ness is borked 2023-12-25 13:29:53 -06:00
flake.lock Update flake 2024-02-02 09:41:32 -06:00
flake.nix Update flake 2024-02-02 09:41:32 -06:00
readme.md Click to spawn statues to learn mouse positioning stuff, prep for UI work in order to implement networking 2024-02-02 10:07:14 -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