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Game Development with Rust and WebAssembly

You're reading from   Game Development with Rust and WebAssembly Learn how to run Rust on the web while building a game

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Product type Paperback
Published in Apr 2022
Publisher Packt
ISBN-13 9781801070973
Length 476 pages
Edition 1st Edition
Languages
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Author (1):
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Eric Smith Eric Smith
Author Profile Icon Eric Smith
Eric Smith
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Table of Contents (16) Chapters Close

Preface 1. Part 1: Getting Started with Rust, WebAssembly, and Game Development
2. Chapter 1: Hello WebAssembly FREE CHAPTER 3. Chapter 2: Drawing Sprites 4. Part 2: Writing Your Endless Runner
5. Chapter 3: Creating a Game Loop 6. Chapter 4: Managing Animations with State Machines 7. Chapter 5: Collision Detection 8. Chapter 6: Creating an Endless Runner 9. Chapter 7: Sound Effects and Music 10. Chapter 8: Adding a UI 11. Part 3: Testing and Advanced Tricks
12. Chapter 9: Testing, Debugging, and Performance 13. Chapter 10: Continuous Deployment 14. Chapter 11: Further Resources and What's Next? 15. Other Books You May Enjoy

Creating automated tests

In an ideal world, every system would have a large amount of testing, both automated and manual, that's done by developers and QA. Some ways to test your game is working correctly involve doing the following:

  • Using types to prevent programmer errors
  • Playing the game yourself
  • Performing automated unit tests
  • Performing automated integration tests

So far, we've only used the first two, which is an unfortunately common approach in real-world code. This can be suitable for personal or hobby projects but it isn't robust enough for production applications, particularly those written by a team.

Almost any application can benefit from automated, programmer-written unit tests and as a program becomes even larger, it begins to benefit from integration tests as well. There's not a consistent definition of the differences between these two types of tests as you tend to know them when you see them, but fortunately, we can...

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