Building Games with Bevy Rust Game Development Guide (Paperback)

Idioma: inglés

Editorial: Independently Published, 2025

9798271696572

  • Tapa blanda
  • Nuevo
Ver todos los detalles

Librería: CitiRetail, Stevenage, Reino UnidoCitiRetail

Vendedor de 5 estrellas

Vendedor de IberLibro desde 29 de junio de 2022

Tapa blanda

Condición: Nuevo

EUR 43,35

Envío por EUR 43,88 
Se envía de Reino Unido a Estados Unidos de America

Cantidad disponible: 1 disponible

Añadir al carrito
Devoluciones gratuitas de 30 días

Descripción del artículo del vendedor

Paperback. Build real games in Rust with Bevy, from first compile to shipped release. This book treats you like a teammate on a production project. You start with a clean toolchain and a fast workspace, then move through ECS patterns, rendering, assets, UI, physics, animation, AI, networking, and release. Every step is backed by working examples and clearly labeled code. No filler, only what helps you ship.Early on, you see how project layout, version pinning, and a tidy plugin graph keep builds quick and stable. Components and bundles are shown in context, with explanations of why data layout affects cache behavior and frame time. Queries and filters are demystified, so the systems you write stay simple and parallel. The style is hands on. You read a short paragraph, then you read code that compiles.Rendering is practical. You work with wgpu backends across Vulkan, Metal, D3D12, and WebGPU. You add a custom render graph node, tune PBR materials, and manage tone mapping and HDR. When ray traced lighting makes sense, you see a path to test it, along with honest fallbacks and baking so your project stays predictable.Production teams live on assets, so the pipeline is a first class topic. You set up AssetServer with hot reload, write custom AssetLoader code for binary and text formats, embed gameplay data in glTF extras, and ship textures through a KTX2 flow that trims memory and download time. Every section includes code you can paste and adapt.For 2D, you get sprite batching, atlas animation, tilemaps that scale, and pixel perfect cameras that handle scaling and letterboxing without blur. Tools matter during development, so there are clear examples using bevy_ui with Taffy layout, bevy_egui panels and inspectors, input mapping with Leafwing, and clean focus and text input hygiene.Physics coverage is balanced and concrete. You configure Rapier and Avian, set collision layers, CCD, and joints, build character controllers, read contact data, and wire triggers and queries into gameplay events. Animation and VFX chapters show skeletal and property animation with AnimationPlayer, state driven blending with notifies, GPU particles with Hanabi, and material effects like glass and emissive, all with concise examples.Networking is explained through patterns that ship. You build an authoritative client server with renet and replicon, add client prediction and reconciliation with Lightyear, and implement rollback with GGRS. Transports cover quinnet and Steamworks with a connection flow that testers can follow. Web and WASM builds get equal care, including COOP and COEP headers, feature probing, and asset delivery that works inside the browser.Performance and release tie it all together. You profile with Tracy and Chrome trace, track meaningful percentiles, and fix what moves the needle. Then you package with cargo dist, sign and notarize where required, verify Steam integration, and run a CI matrix that produces clean artifacts for desktop and web.When deadlines are close, you need a guide that shows exactly what to build and why it worksExample first: every concept is paired with working code and short explanations.Production focus: choices are justified by stability, performance, and team workflow.End to end coverage: setup, ECS, rendering, assets, UI, physics, animation, AI, networking, performance, and release.Actionable details: version pins, feature flags, device limits, headers for web, CI scripts, and packaging steps.If you want a guide that helps you build, measure, and ship, this book gives you the pieces that matter and the code that proves it. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.…

N° de ref. del artículo 9798271696572

Título
Building Games with Bevy Rust Game Development Guide (Paperback)
Autor
Sofia Draycott
Editorial
Independently Published
Año de publicación
2025
Estado
new
Encuadernación
Paperback
Idioma
inglés
ISBN 13
9798271696572

CitiRetail

Stevenage, Reino Unido

Vendedor de 5 estrellas

Vendedor de IberLibro desde 29 de junio de 2022

Tarifas de envío de Reino Unido a Estados Unidos de America

ArtículoDe 7 a 14 días hábilesDe 7 a 60 días hábiles
Primer artículoEUR 43,88EUR 43,88
Los plazos de entrega los establecen los vendedores y varían según el transportista y la ubicación. Los pedidos que pasan por la aduana pueden sufrir retrasos y los compradores son responsables de los aranceles o tarifas asociadas. Los vendedores pueden ponerse en contacto con usted en relación con cargos adicionales para cubrir cualquier aumento en los costes de envío de los artículos.

Métodos de pago

  • Visa
  • Mastercard
  • American Express
  • Carte Bleue
  • Apple Pay
  • Google Pay

Descripción de la tienda

Online business

Información empresarial del vendedor

ABC BOOKS LIMITED

10 John Street
London, Reino Unido WC1N 2EB