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

Did I mention we shipped? In this chapter, we built a small but functional CI/CD pipeline for the Walk the Dog game. We learned how to create a GitHub Actions workflow and took a tour of how to find actions in the marketplace. Additionally, we started creating both test and production deployments in Netlify. We even get emails when it's done! You could extend this process to do things such as only making the test build on a PR or adding integration tests, and you could use this as a model for other CI/CD pipelines on different systems. This chapter was short, but vital since games must actually ship.

Of course, while the game might be shipped, it's never finished. In the next chapter, we'll discuss some challenges that you can take on to make your version of Walk the Dog superior to the book version. I'm excited to see what you'll do!