Book Image

Game Development with Rust and WebAssembly

By : Eric Smith
Book Image

Game Development with Rust and WebAssembly

By: Eric Smith

Overview of this book

The Rust programming language has held the most-loved technology ranking on Stack Overflow for 6 years running, while JavaScript has been the most-used programming language for 9 years straight as it runs on every web browser. Now, thanks to WebAssembly (or Wasm), you can use the language you love on the platform that's everywhere. This book is an easy-to-follow reference to help you develop your own games, teaching you all about game development and how to create an endless runner from scratch. You'll begin by drawing simple graphics in the browser window, and then learn how to move the main character across the screen. You'll also create a game loop, a renderer, and more, all written entirely in Rust. After getting simple shapes onto the screen, you'll scale the challenge by adding sprites, sounds, and user input. As you advance, you'll discover how to implement a procedurally generated world. Finally, you'll learn how to keep your Rust code clean and organized so you can continue to implement new features and deploy your app on the web. By the end of this Rust programming book, you'll build a 2D game in Rust, deploy it to the web, and be confident enough to start building your own games.
Table of Contents (16 chapters)
Part 1: Getting Started with Rust, WebAssembly, and Game Development
Part 2: Writing Your Endless Runner
Part 3: Testing and Advanced Tricks

Minimal architecture

A few years ago, I had a realization while preparing a talk on HTML5 game development. The day before I was scheduled to give the talk, I had written the slides and prepared my delivery, but I had one small problem – I had no demo! I needed a demo of a game to finish off my talk; indeed, I had referenced it in my slides, so I had to produce it. If you've ever been up against a deadline, you know what happens next. All of my ideas about clean code and software architecture were thrown to the side, as I hacked and slashed my way to a working prototype of Asteroids in HTML5. You can still find it on my GitHub here:, complete with a name that doesn't make sense.

The code, by virtually any standard, is pretty terrible. In much the same way the code in Chapter 1, Hello WebAssembly, and Chapter 2, Drawing Sprites, proceeds in a straight line with no modules, separation of concerns, or tests, this code brute...