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[package] |
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name = "bevy-bloxel-classic" |
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version = "0.1.0" |
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edition = "2024" |
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|
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# Enable a small amount of optimization in the dev profile. |
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[profile.dev] |
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opt-level = 1 |
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# Enable a large amount of optimization in the dev profile for dependencies. |
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[profile.dev.package."*"] |
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opt-level = 3 |
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[dependencies] |
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bevy = "0.17" |
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This project aims to re-create the functionality of "Minecraft Classic" for the sake of creating a game that could be considered finished while developing code and experience that can be used in future projects that have greater ambitions. |
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We're using [Bevy] (and thus Rust) and are going to be making heavy use of Entity Component System (ECS) design. |
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[Bevy]: https://bevy.org/ |
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## Goals |
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- Creative mode editing |
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- Basic player physics |
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- Simple cellular automaton interactions |
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- Limited world size (configurable) |
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- Data-driven block palette loaded at startup |
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- Custom block models (and textures) |
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- Multiplayer |
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- Run in browser |
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|
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## Non-goals |
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- Non-player entities. |
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- "Infinite" terrain. It shouldn't be too difficult to support this, but this is to keep the scope of the project small. This can be explored when the game is in a playable state. |
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- More sensible liquid handling such as "waterlogging", partial liquid blocks and flow mechanics. |
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- Modding API. Something I'd like to see, but also out of scope. |
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use bevy::prelude::*; |
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|
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fn main() { |
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App::new().run(); |
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} |
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