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Game Development with Rust and WebAssembly

You're reading from   Game Development with Rust and WebAssembly Learn how to run Rust on the web while building a game

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Product type Paperback
Published in Apr 2022
Publisher Packt
ISBN-13 9781801070973
Length 476 pages
Edition 1st Edition
Languages
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Author (1):
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Eric Smith Eric Smith
Author Profile Icon Eric Smith
Eric Smith
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Table of Contents (16) Chapters Close

Preface 1. Part 1: Getting Started with Rust, WebAssembly, and Game Development
2. Chapter 1: Hello WebAssembly FREE CHAPTER 3. Chapter 2: Drawing Sprites 4. Part 2: Writing Your Endless Runner
5. Chapter 3: Creating a Game Loop 6. Chapter 4: Managing Animations with State Machines 7. Chapter 5: Collision Detection 8. Chapter 6: Creating an Endless Runner 9. Chapter 7: Sound Effects and Music 10. Chapter 8: Adding a UI 11. Part 3: Testing and Advanced Tricks
12. Chapter 9: Testing, Debugging, and Performance 13. Chapter 10: Continuous Deployment 14. Chapter 11: Further Resources and What's Next? 15. Other Books You May Enjoy

Chapter 10: Continuous Deployment

The traditional way to publish a game is to create a main copy of the build and ship it off to manufacturing. This was frequently referred to as going gold inside and outside of the gaming industry, and it still is if you're making a AAA game that's being shipped to consoles and sold in stores. The process is time-consuming and extremely expensive; fortunately, we don't have to do it! Walk the Dog is a web-based game that we need to ship to a website. Since we're deploying to the web, we can use all the best practices of the web, including continuous deployment, where we'll deploy a build whenever we want directly from source control.

In this chapter, we'll cover the following topics:

  • Creating a Continuous Integration/Continuous Delivery (CI/CD) pipeline
  • Deploying test and production builds

When this chapter is complete, you'll be able to ship your game to the web! How else will you become rich...

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