Rust game in the browser: shipping with WebAssembly to itch.io
How to ship a Rust game to the browser: the wasm32 target, WebGL2 or WebGPU, audio that waits for a click, async asset loading, file size and itch.io uploads.
by Kasimir Lund

Writer
Kasimir writes about Rust for games: engine internals, ownership patterns that survive a real game loop, and getting builds onto other people's machines. He has been writing small engines for himself since the SDL days and lives in Gothenburg.
How to ship a Rust game to the browser: the wasm32 target, WebGL2 or WebGPU, audio that waits for a click, async asset loading, file size and itch.io uploads.
by Kasimir Lund
Macroquad or Bevy for a first 2D game in Rust? A fair look at API style, compile times, ECS, ecosystem and web export, plus a table to help you pick one.
by Kasimir Lund
How to make a game engine in Rust without drowning: a window and a loop, input, quads, textures, a scene and audio last, plus what to skip and when not to bother.
by Kasimir Lund
Comfy 0.4 brings roughly 4x faster sprite drawing, built-in culling, a SpatialHash helper and screenshot capture. How culling works and why your game does it best.
by Kasimir Lund
Comfy, a new open-source 2D Rust engine on wgpu, ships v0.1 with an immediate-mode API, globals by design and a small ECS. What it does and who it suits.
by Kasimir Lund