## Members & Introduction Fanta: Build Systems, Tooling Cole: Audio, need to flesh out what exactly Kishan: Graphics Edgar: Embedded & Physics ### Communication Communication will be done mainly through Discord but if anyone wants to switch to use something like Teams to talk about the project I think that would be fine. Planning documents are going to either be in something like pure markdown in the repository itself if they only involve a single person, but when the semester starts and we get our own drive it would make more sense to use Word. Another thing I want to highlight is I value opinions and hope you guys are confident enough to be outspoken when you have a vision of what you want to do or you want to exist. ### Learning Rust This is targeted to mainly Fanta & Cole, I don't expect $yall to be experts at rust when the semester starts but I do expect you guys to have done most of Rustlings so you aren't fully out of the loop. ### Motivation I want to go around and each say what they are trying to focus with this project and what they want to get out of it. *(I go first)* ### The Actual Game The thing I want to get down in preprod is an understanding of the game we are going to make because that will inform the tools we use and what we develop. End of last semester the core things we came up with was a PSX-era retro aesthetic game about driving in some sense, I don't believe many of us have strong feelings about the gameplay itself which is something I want to at least start on in the next week. References: * [Easy Delivery Co](https://store.steampowered.com/app/3293010/Easy_Delivery_Co/) * [Lucid Blocks](https://store.steampowered.com/app/3495730/Lucid_Blocks/) ### Other Members We are a very small team, and It makes sense to look for other members - especially since Edgar will be a volunteer next semester and tragically Fanta can't take 450 because of credit stuff cause of their change of major. All of you have a wider net than I do so I would like to hear some input on people who you think may be interested and are a good fit for the team. ### Technology Past 3 years I have worked almost exclusively in a godot node system, in rust thats basically impossible and could be considered overkill especially when we are targeting the web and maybe embedded. That said, we do not have the team or incentive to make an entirely from-scratch ECS system within Rust, so our best bet is using an existing ECS library and molding it to our engine. There are standalone tools like [HECS](https://github.com/Ralith/hecs), [Legion](https://github.com/amethyst/legion), and Bevy. Bevy stands out because bevy as a whole is actually an entire game framework / engine - however it is designed modular enough that you can just use the `bevy_ecs` crate. Out of these options, I have been leaning towards `bevy_ecs` because there is ample documentation on how to use it and its setup in a way that lets us hit the ground running with implementation of stuff without having to worry about 'Engine Glue'.