Build and run
Zombye is made in Rust. There are no prebuilt downloads yet, so you build it yourself. It takes a few minutes the first time and seconds after that.
What you need
Section titled “What you need”- Rust, the current stable toolchain, from rustup.rs.
- git.
- A GPU that can run Metal (macOS), Vulkan (Linux, Windows) or DirectX 12 (Windows).
- On Linux, a few system packages: on Debian and Ubuntu,
sudo apt install g++ pkg-config libx11-dev libasound2-dev libudev-dev libxkbcommon-x11-0 libwayland-dev.
Get the code and play
Section titled “Get the code and play”git clone https://github.com/deadcommons/zombye.gitcd zombyecargo run -p zombye-client --releaseThe first build compiles the engine and takes a while. When the window opens you are standing in a bedroom. The controls are on the next page.
Useful options
Section titled “Useful options”cargo run -p zombye-client --release -- --seed 7 --time 20 --zombies 1500--seed Spicks the town. The same seed always makes the same town.--time HOURsets the starting hour (0 to 24). Night is properly dark.--zombies Nsets how many zombies the world holds. Without it you get the number the population file gives for the map, about 2,950 on the default map.--map-chunks Nmakes the map bigger (N × 16 m a side; the default 30 is 480 m, 64 is about 1 km).--load autosavecarries on from where you quit.
Every option is in the command-line reference.
The server, for agents
Section titled “The server, for agents”The headless server is a separate program. Build it in release mode before connecting an agent:
cargo build --release -p zombye-server -p zombye-clientThen follow Connect your agent. (The client is built too because the server’s screenshot
tool runs it offscreen to draw pictures.)
Run the tests
Section titled “Run the tests”cargo test --release --workspaceThe simulation tests include a determinism check (the same seed and inputs always give the same world) and a performance smoke test.