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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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Toc

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 was a hard, long, and complicated chapter. I'll quote a phrase Aaron Hillegass uses frequently in his books: "Programming is hard and you are not stupid." There were plenty of areas where a small typo could trip you up, and you may have had to go backward and forward several times. That's all okay – it's part of the learning process. I would encourage you to experiment with the skeleton we've built, even before moving onto the next chapter, as it's a great way to ensure you understand all the code.

In the end, we've accomplished a lot. We've created a game loop that will run in the browser at 60 frames per second while updating at a fixed step. We've set up an XNA-like game "engine" and separated the engine concerns from the game concerns. Our browser interface is wrapped in a module so that we can hide some of the details of the browser implementation. We're even processing input, making this work...

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