Robert Garrett 7837ab49b0 Start button triggers connection & state change
When the start button is pressed, switch to a "connecting" state. This
triggers the spawning of the "connecting" UI message and the connection
startup.

When the connection task finishes, `fn handle_tasks()` collects it and
pushes the CommandQueue into the main world just as before. In addition,
it will change to the "playing" state, which triggers the despawning of
the UI notice.

There is no meaningful connection-error handling path. A failed
connection will print a warning to stdout, and that is all.

There is still no transmitter at all, nor is the receiver hooked up to
one of the paddles.
2025-10-21 13:55:58 -05:00
2025-10-18 11:00:04 -05:00

Pong with networked multiplayer

I'm making Pong using Bevy. The multiplayer is to be done over Websockets so that I can eventually make a WASM build and host it entirely on the web.

The repo contains a Cargo Workspace which controls the server and client binaries.

Description
Network multiplayer Pong in Bevy
Readme 50 KiB
Languages
Rust 90.6%
HTML 9.4%