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
System
Writing games in Rust: crates, ownership patterns, state, assets and builds.
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
A friendly map of wgpu for game developers: instance, adapter, device, queue, surface, pipelines and bind groups, then the path to a textured quad and first errors.
by Odalys Brisco
ECS for 2D games in plain words: entities, components and systems, archetypes versus sparse sets, the hecs and bevy_ecs style, and when a Vec of structs wins.
by Tendai Mukwena
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 0.3 drops lifetimes from game state and adds user fragment shaders, its own TTF text, a perspective camera and LDtk. Why each matters in a 2D engine.
by Odalys Brisco
Comfy 0.2 drops the EngineContext parameter for global functions and turns bloom off by default. A look at the change and the context versus globals debate.
by Tendai Mukwena
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