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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

Creating a game loop

The core of this game, and virtually every game ever, is just an infinite loop. You can boil them all down to something like this:

Figure 3.3 – A basic game loop

Figure 3.3 – A basic game loop

That means, theoretically, these are trivial to implement, as shown here:

while(!quit) {
    handleInput()
    updateGame()
    drawGame()
}

At its core, that's what we're going to write, but as you probably guessed, if it was that simple, I wouldn't have devoted an entire chapter to it. No, there are two problems we are going to be dealing with as we write it:

  • The browser: If we were writing this game as a command-line program, we'd be able to use the preceding loop, but not in the browser. Any program running in the browser must give up control to the browser itself so that it can do whatever a browser does when it's not showing cat videos, and this kind of loop would...
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