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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

Summary

This chapter covered one topic, but one of the most important topics in game development. State machines are everywhere in games, which we saw when we implemented a small one to manage the Loaded and Loading states of the WalkTheDog enum itself. They are a particularly nice way to implement animation states that must correspond with what the player is doing, and Rust has great ways to implement this pattern. We used two: the simple one for WalkTheDog, and the much more complex RedHatBoyStateMachine that uses the typestate pattern. The typestate pattern is a commonly used pattern in Rust, both inside and outside of game development, so you can expect to see it in many Rust projects.

We also used the compiler to drive development, over and over again. It's an incredibly useful technique, where you can start with what you want the code to look like and use the compiler's error messages to help you fill in the rest of the implementation. The code becomes like a paint...

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