Clicking while cursor is locked fires a red bullet in the camera's look
direction. Bullets spawn slightly behind and below the camera for an FPS
feel, travel at 50 units/s, fade to transparent over 5 seconds via a new
per-object opacity field in ModelUniform, then get removed. A CSS
crosshair reticule appears when the cursor is locked.
Each axis is split at the origin into positive (fully saturated) and
negative (desaturated) halves. Tick marks follow the same coloring.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Align movement keys to grid axes: W/S for up/down (Y),
A/D for left/right (X), Q/E for forward/back (Z).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Show yaw/pitch degrees in the coordinate bar alongside position.
Rebind fly up/down from Space/Shift to E/Q.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add help overlay showing movement controls (visible on load, toggled
with H, dismissed on first click) and a persistent coordinate bar
at the bottom displaying live X/Y/Z position. Start camera at
(0, -20, 0) looking up at the crosshair.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
prompt:
yeah give me a starter project structure with rust + wgpu + trunk, with
a really simple 3d scene - maybe just moving the camera around 3d space
with WSAD, and a couple of flat-shaded colorful spheres and octohedrons
floating in space to give something to look at