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About Roguelike Tutorial - In Rust
<p>Every year, the fine fellows over at r/roguelikedev run a <em>Tutorial Tuesday</em> 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 libtcod, the default engine - so I created my own, RLTK. My initial entry into the series isn't very good, but I learned a lot from it - you can find it here, if you are curious.</p><p>The series always points people towards an excellent series of tutorials, using Python and libtcod. You can find it 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 <em>really</em> 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 blast writing this - and hope to continue writing. Please feel free to contact me (I'm @herberticus 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: | |
Price: | FREE |
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