Hands-on Rust
by Herbert Wolverson
Published in
3 min readSep 23, 2021
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Table of Contents
- Who Should Read This Book
- What’s in This Book
- What’s Not in This Book
- How to Read This Book
- Conventions Used in This Book
- Online Resources
- Wrap-Up
- 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
- 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
- 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
- Understanding Terminology
- Composing Entities
- Installing and Using Legion
- Composing the Player
- Managing Complexity with Systems
- Adding Monsters
- Collision Detection
- Wrap-Up
7. Take Turns with the Monsters
- Giving Entities Hit Points
- Adding a Heads-up Display
- Implementing Combat
- Waiting as a Strategy
- Wrap-Up
- Creating Traits
- Creating Cellular Automata Maps
- Creating Drunkard’s Walk Maps
- Prefabricating Map Sections
- 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
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
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