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Roguelike Tutorial - In Rust PDF

1051 Pages·2019·28.1886 MB·other
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by Herbert Wolverson| 2019| 1051 pages| 28.1886| other

About Roguelike Tutorial - In Rust

<p>Every year, the fine fellows over at&nbsp;r/roguelikedev&nbsp;run a&nbsp;<em>Tutorial Tuesday</em>&nbsp;series - encouraging new programmers to join the ranks of roguelike developers. Most languages end up being represented, and this year (2019) I decided that I'd use it as an excuse to learn Rust. I didn't really want to use&nbsp;libtcod, the default engine - so I created my own,&nbsp;RLTK. My initial entry into the series isn't very good, but I learned a lot from it - you can find it&nbsp;here, if you are curious.</p><p>The series always points people towards an excellent series of tutorials, using Python and&nbsp;libtcod. You can find it&nbsp;here. Section 1 of this tutorial mirrors the structure of this tutorial - and tries to take you from zero (<em>how do I open a console to say Hello Rust</em>) to hero (<em>equipping items to fight foes in a multi-level dungeon</em>). I'm hoping to continue to extend the series.</p><p>I also&nbsp;<em>really</em>&nbsp;wanted to use an Entity Component System. Rust has an excellent one called Specs, so I went with it. I've used ECS-based setups in previous games, so it felt natural to me to use it. It's also a cause of continual confusion on the subreddit, so hopefully this tutorial can shine some light on its benefits and why you might want to use one.</p><p>I've had a&nbsp;blast&nbsp;writing this - and hope to continue writing. Please feel free to contact me (I'm&nbsp;@herberticus&nbsp;on Twitter) if you have any questions, ideas for improvements, or things you'd like me to add. Also, sorry about all the Patreon spam - hopefully someone will find this sufficiently useful to feel like throwing a coffee or two my way. :-)</p><p><br></p>

Detailed Information

Author:Herbert Wolverson
Publication Year:2019
Pages:1051
Language:other
File Size:28.1886
Format:PDF
Price:FREE
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