Chat in a 2D virtual space where every client is represented with a crab.
Overview:
- Heavily based on early roguelike development (See Resources below).
- Map and entities on map are autogenerated.
- Server uses ECS (specs) to store and process the entities in the world.
- Clients are written with Rust wasm (stdweb) and connect to server with small Javascript shim.
- Server serializes the ECS via serde then sends it to clients using WebSockets (tungstenite).
- Clients send their input back to the server for their updates to be broadcast out to other clients.
$ cargo install cargo-web
# Running headless server
$ cargo run --bin server --features server
# Running standalone client
$ cargo web start --bin ferris_chat_client --features client
# Load http://127.0.0.1:8000/ferris_chat.html
I knew very little about game development and Rust, so here's a list of resources which I'd recommend.
RustConf 2018 - Closing Keynote - Using Rust For Game Development by Catherine West
tensor-programming/wasm_snake_example