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| .cargo | 2 months ago | |
| assets | 2 months ago | |
| examples | 1 month ago | |
| src | 16 hours ago | |
| web | 2 months ago | |
| .envrc | 4 months ago | |
| .gitignore | 2 months ago | |
| Cargo.lock | 1 month ago | |
| Cargo.toml | 2 days ago | |
| DESIGN.md | 7 days ago | |
| README.md | 3 months ago | |
| build.rs | 3 months ago | |
| flake.lock | 2 months ago | |
| flake.nix | 2 months ago | |
| justfile | 3 weeks ago | |
| rust-toolchain.toml | 3 months ago | |
README.md
Games by Elijah V.
This is a mono-repo I am working on containing many mini-games I am working on.
Games
Building a game
You can build games in this project with cargo provided by Rust:
$ cargo run --bin game-name-here
That builds and runs a lightly optimized (but still debug) build of the game.
For a fully optimized build add the --release flag:
$ cargo run --release --bin game-name-here
Games in this project
All games can be found in the src/bin/ folder.
There is a README in that folder with more info, and there should be a README in each subsequent game's folder with a rough design doc of that specific game.
What about examples?
I also have some examples which are meant to test out specific code or mechanics.
The distinction is basically if it has a menu it's a game, if it just runs it's an example.
Why a mono-repo?
For all of the reasons that mono-repos are good!
- Code can be re-used across multiple games easily.
- Code from one game can be easily referenced, copied, or forked.
- I can stare at my accomplishments in one place.
Mono-repos get a bad rap because they feel bloated, or can cause conflict when lots of people step on each other's toes. I am a solo developer, so none of those are really problems for me.