RustCycles is a third person shooter that's about movement, not aim. You have to be smart and think fast.
This is not even a prototype yet. Don't be disappointed, bookmark it and come back a few months later ;)
Install git LFS before cloning this repo.
Linux (debian) dependencies: sudo apt install libasound2-dev libudev-dev pkg-config xorg-dev libxcb-shape0-dev libxcb-xfixes0-dev libxkbcommon-dev libfontconfig1-dev
After that, just use cargo run
.
You can make the game compile significantly faster and iterate quicker:
- Run this in project root:
ln -s rust-toolchain-example.toml rust-toolchain.toml; cd .cargo; ln -s config-example.toml config.toml; cd -
- Reduction from 12 s to 2.5 s
If you're using RA with clippy
instead of check
, add this to your VSCode config (or something similar for your editor):
"rust-analyzer.server.extraEnv": {
"CARGO_TARGET_DIR": "target/ra"
}
Explanation: Normally, if rust-analyzer runs cargo clippy
on save, it locks target
so if you switch to a terminal and do cargo run
, it blocks the build for over a second which is currently a third of the build time. This will make rust-analyzer make use a separate target directory so that it'll never block a build at the expense of slightly more disk space (but not double since most files don't seem to be shared between cargo and RA). Alternatively, you could disable saving when losing focus, disable running check on save or use the terminal inside VSCode to build RustCycles.
~/your/path/to/mold -run cargo build
- Reduction from 2.5 s to 2.3 s
- Might not be worth it for now (you need to compile it yourself), maybe when the game gets larger
Enable extra checks before every commit: copy/symlink pre-commit-example
to pre-commit
and run git config core.hooksPath git-hooks
. It gets checked on CI anyway, this just catches issues faster.
AGPL-v3 or newer