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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

Measuring performance with a browser

The first step in debugging performance is answering the question, Do you have a performance problem? Too many developers, especially game developers, worry too early about performance and introduce complex code for a performance gain that just isn't there.

For example, do you know why so much of this code uses i16 and f16? Well, when I was going back to school a few years ago, I took a game optimization class in C++, where our final project needed to optimize a particle system. The biggest performance gains were to convert 32-bit integers into 16-bit integers. As my professor would say, "We got to the moon on 16-bit!" So, when I was writing this code, I internalized the lesson and made the variables 16-bit unless they were being sent to JavaScript, where everything is 32-bit anyway. Well, allow me to quote directly from the WebAssembly specification (found at https://webassembly.github.io/spec/core/syntax/types.html):

Number...

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