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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

In this chapter, we have covered rendering sprites to the screen, including sprite sheets, but we actually covered so much more than that. We covered how to use futures and async code in a WebAssembly app, how to parse JSON, and perhaps most confusingly how to send Rust closures to JavaScript via the Closure struct. We also reviewed some of the quirks of using Rust in the WebAssembly environment from Chapter 1, Hello WebAssembly. This chapter was fun, but we made some messy code.

In the next chapter, we'll deal with that by setting up a simple architecture for our game and writing a proper game loop. Lest you think Chapter 3, Creating a Game Loop, is all refactoring, we'll also move our friend Red Hat Boy around the screen. It'll start to look like a real game!

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