Most Rust resources dump theory first. This book flips that: Fun First, Rust Second. You start by moving characters, then add procedural world generation, particle effects, A* pathfinding, and combat systems as you progress.
You master ECS architecture and Rust fundamentals by creating a complete game, not reading theory.
Chapters 1-7 are available for free online:
Chapter 1: Let There Be a Player: Setting up a Bevy project, understanding ECS basics, and implementing player movement.
Chapter 2: Let There Be a World: Creating procedural tilemaps and world generation.
Chapter 3: Let The Data Flow: Building a data-driven character system using RON configuration files and generic animation logic.
Chapter 4: Let There Be Collisions: Implementing spatial queries and collision detection.
Chapter 5: Let There Be Pickups: Building an inventory system, UI, and understanding the borrow checker through practical game patterns.
Chapter 6: Let There Be Particles: Adding visual polish and particle effects to bring the game world to life.
Chapter 7: Let There Be Enemies: Implementing enemy AI behavior and A* pathfinding.
If you are looking for someone to tinker around with your developer product and come up with innovative possibilities and use cases and communicate them, I would love to work with you. (Part time preferred)
I have been in the SaaS space for the last 12 years (B2B SaaS - 6 years). Though I am an engineer at heart, I have worked on building different departments at Tars(HelloTars) for the past (5 years, 11 months), building the engineering team, building the design team (2 years), leading partnership efforts (1 year), and also building the marketing team (1 year). Presently, I have been tinkering around with novel approaches in Reasoning AI (built on top of the LLM layer) and have a different take on the approach than how most folks are building it.
I would love to share learnings and understand your priority problems even if you are not interested in immediate hiring.
Yea but guy paying closedai to get "insights" that basically copy-pasted content from my blog is definitely violating my blogs copyright, and in the end no coin comes to me either. What about that?
Could you provide an example where OpenAI outputting verbatim quotes actually constitutes the copyright violation? Because mechanically retrieving relevant quotes seems analogous to grep/search - the copyright status would depend on how downstream users transform and use that content. Like how quoting your blog in a technical analysis or critique is fair use, but wholesale republishing isn't. This suggests the violation occurs at usage time, not retrieval time.
I see many are offended, but I am genuinely asking a question.
I want to understand does this mean it's ethical for anyone to create a research AI tool that will go through arXiv and related GitHub repo and use it to solve problems, implement ideas like cursor.
And transfers from China as well. The relevant section:
PROHIBITION ON IMPORTATION.—On and after the date that is 180 days after the date of the enactment of this Act, the importation into the United States of artificial intelligence or generative artificial intelligence technology or intellectual property developed or produced in the People’s Republic of China is prohibited
Most Rust resources dump theory first. This book flips that: Fun First, Rust Second. You start by moving characters, then add procedural world generation, particle effects, A* pathfinding, and combat systems as you progress.
You master ECS architecture and Rust fundamentals by creating a complete game, not reading theory.
Chapters 1-7 are available for free online:
Chapter 1: Let There Be a Player: Setting up a Bevy project, understanding ECS basics, and implementing player movement.
Chapter 2: Let There Be a World: Creating procedural tilemaps and world generation.
Chapter 3: Let The Data Flow: Building a data-driven character system using RON configuration files and generic animation logic.
Chapter 4: Let There Be Collisions: Implementing spatial queries and collision detection.
Chapter 5: Let There Be Pickups: Building an inventory system, UI, and understanding the borrow checker through practical game patterns.
Chapter 6: Let There Be Particles: Adding visual polish and particle effects to bring the game world to life.
Chapter 7: Let There Be Enemies: Implementing enemy AI behavior and A* pathfinding.
Source Code https://github.com/jamesfebin/ImpatientProgrammerBevyRust