8 Commits

Author SHA1 Message Date
f553574e3e Beginning work with collision detection
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Basic checks / Basic build-and-test supertask (push) Failing after 31s
I'm going to grab the Rapier physics library so that I don't have to do
my own collision detection mechanism. The last time I did this, I
simplified everything into circles. This time I'd like to have convex
hulls, particularly for the player ship.

Also the last time, I ended up rolling my own quadtree impl. I'm not
particularly interested in doing that again, and I'd like to learn more
of the broader Bevy ecosystem.
2025-08-06 13:05:12 -05:00
07105760f5 Bump Rust edition to 2024
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Basic checks / Basic build-and-test supertask (push) Failing after 27s
2025-07-30 22:41:43 -05:00
c80ada4aa6 Add "rand" crate, store an RNG in AsteroidSpawner 2025-07-29 13:32:26 -05:00
584a30f7f8 Add bevy-inspector-egui so I can fiddle with values easier 2025-07-27 09:45:33 -05:00
a4409cb946 Bump to Bevy 0.16 2025-07-26 19:38:49 -05:00
290aab45f5 Bump to Bevy 0.15, enable dynamic linkage
The dynamic linkage is for improving testing cycle time, not for any direct impl reason.
2025-07-26 17:55:22 -05:00
37d7c1db42 Spawning score and lives UI elements, no logic
I have basic UI elements! They can't be updated, yet, and there's still
no game logic to allow the player to affect it on their own.
2024-11-28 11:56:42 -06:00
b43a57e0d5 Dummy ship, single input, and motion integrator
The ship, such as it is, exists and moves when the player presses "W".

Position is updated according to velocity, and the mesh transform is
updated to match the position.
2024-11-26 13:23:04 -06:00