Hands-on Rust, Effective Learning through 2D Game Development and Play, Wolverson H., 2021

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Hands-on Rust, Effective Learning through 2D Game Development and Play, Wolverson H., 2021.
    
   This book assumes that you have some prior programming experience. It gently introduces you to Rust and game development concepts. If you’ve written anything more complicated than a “Hello, World” program in another programming language, you should feel comfortable working through this book’s examples.
This book is ideal for anyone who wants to give Rust a try—it does not assume that you know the Rust language. It’s also well suited for Rust developers who want to try their hand at game development. Alongside an introductory programming tutorial, it could also be helpful to new developers.

Hands-on Rust, Effective Learning through 2D Game Development and Play, Wolverson H., 2021


Debug and Release Builds.
When you execute cargo run or cargo build, your project is built in debug mode. It contains very few optimizations, making it run a lot more slowly than it should. This makes it easier to debug and for Rust to tell you exactly what went wrong—but your program may run slowly. It also emits “debug information” — data your debugging tool can read to associate errors with lines of code. This makes for a much larger compiled program.

You can compile/run your program in release mode with the command cargo run --release. The compiler applies optimizations and doesn’t use extra space to provide debugger support. You get a much faster and smaller program—but it’s much harder to fix. When it comes time to release your program, compile it in release mode.

Contents.
Acknowledgments.
Preface.
Part I — Getting Started with Rust.
1. Rust and Your Development Environment.
Installing Rust.
Installing and Configuring Your Development Environment.
Managing Projects with Cargo.
Creating Your First Rust Program.
Using Cargo to Build, Check, or Run Your Project.
Formatting Your Code.
Finding Common Mistakes with Clippy.
Package Management with Cargo.
Wrap-Up.
2. First Steps with Rust.
Creating a New Project.
Capturing User Input.
Moving Input to a Function.
Trimming input.
Storing Strings In an Array.
Grouping Data with Structs.
Storing a Variable Amount of Data with Vectors.
Categorizing with Enumerations.
Wrap-Up.
3. Build Your First Game with Rust.
Understanding the Game Loop.
Creating Different Game Modes.
Adding the Player.
Creating Obstacles and Keeping Score.
Wrap-Up.
Part II — Building a Dungeon Crawler.
4. Design a Dungeon Crawler.
Adding Headings to Your Design Document.
Wrap-Up.
5. Build a Dungeon Crawler.
Dividing Your Code Into Modules.
Organizing Your Imports With a Prelude.
Storing the Dungeon Map.
Adding the Adventurer.
Building a Dungeon.
Graphics, Camera. Action.
Wrap-Up.
6. Compose Dungeon Denizens.
Understanding Terminology.
Composing Entitles.
Installing and Using Legion.
Composing the Player.
Managing Complexity with Systems.
Adding Monsters.
Collision Detection.
Wrap-Up.
7. Take Turns with the Monsters.
Making Monsters Wander Randomly.
Moving Entites in a Turn-Based Game.
Sending Messages of Intent.
Wrap-Up.
8. Health and Melee Combat.
Giving Entities Hit Points.
Adding a Heads-up Display.
Implementing Combat.
Waiting as a Strategy.
Wrap-Up.
9. Victory and Defeat.
Building a Smarter Monster.
Implementing a Game Over Screen.
Finding the Amulet of Yala.
Wrap-Up.
10. Fields of View.
Defining an Entity's Field of View.
Limiting Monsters' Fields of View.
Adding Spatial Memory.
Wrap-Up.
11. More Interesting Dungeons.
Creating Traits.
Creating Cellular Automata Maps.
Creating Drunkard's Walk Maps.
Prefabricating Map Sections.
Wrap-Up.
12. Map Themes.
Theming Your Dungeon.
Rendering with Themes.
Unleashing Your Imagination.
Wrap-Up.
13. Inventory and Power-Ups.
Designing Items.
Managing Inventory.
Wrap-Up.
14. Deeper Dungeons.
Adding Stairs to the Map.
Tracking Game Level.
Displaying the Current Level on the HUD.
Wrap-Up.
15. Combat Systems and Loot.
Designing Data-Driven Dungeons.
Extending the Combat System.
Adding More Swords.
Wrap-Up.
16. Final Steps and Finishing Touches.
Packaging Your Game for Distribution.
Making the Dungeon Crawler Your Own.
Additional Content.
Wrap-Up.
Part III — Additional Resources.
A1. ASCII/Codepage 437 Chart.
A2. Short Game Design Documents.
Make a Note of Every Idea.
Why You Need a Design Document.
Design Document Headings.
You Aren't Gonna Need It.
Wrap-Up.
A3. Rust Cheat Sheet.
Bibliography.
Index.



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2025-07-17 11:39:08