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)
1
Part 1: Getting Started with Rust, WebAssembly, and Game Development
4
Part 2: Writing Your Endless Runner
11
Part 3: Testing and Advanced Tricks

Summary

This chapter was a little different than the previous ones because, in many ways, our game is complete! But of course, it's not perfect, which is why we spent some time looking at ways we can investigate defects and bullet-proof the code base.

We dug into automated testing, writing unit tests for our transitions, and writing integration tests that run in the browser. We now have logging for any unforeseen errors and stack traces if the code crashes, both of which are necessary diagnostics for debugging challenging errors. Then, we used the linter and Clippy to clean up our code and remove subtle issues that the compiler can't catch. Finally, we investigated performance issues in the browser and found that we had none!

In the next chapter, we'll get those tests into a CI/CD setup and even deploy them to production. What are we waiting for? Let's ship this thing!