jamesfebin

joined 3 weeks ago
 

Tutorial Link

Continuing my Bevy + Rust tutorial series. By the end, your player can pick up items on the map while the camera smoothly tracks their movement.

Inventory System

Walk near a plant or mushroom and watch it disappear into your inventory. The game logs what you collected and keeps a running count.

  • Automatic pickup when you get close to items
  • Track multiple item types (herbs, flowers, mushrooms, wood)
  • See your total collection in console logs

Camera System

Zoom in 2× for a closer view of your character and world. The camera follows smoothly as you move.

  • Zoomed-in view that shows your character and world up close
  • Smooth camera motion that keeps the player centered

You'll also learn about Rust's borrow checker and its rules while having the usual fun.

 

Tutorial Link

Continuing my Bevy + Rust tutorial series. In this chapter, your character finally interacts properly with the world, no more walking through trees or floating on top of water.

What you'll build:

  • Player collides with trees, rocks, and water.
  • Character walks behind objects, creating depth in your 2D world.
  • Loading screens and pause menus.
  • Debug feature to visualize the collision map
 

Tutorial Link

Continuing my Rust + Bevy tutorial series. This chapter demonstrates data-oriented design in Rust by refactoring hardcoded character logic into a flexible, data-driven system. We cover:

Deserializing character config from external RON files using Serde Building generic systems that operate on trait-bounded components Leveraging Rust's type system (HashMap, enums, closures) for runtime character switching The tutorial shows how separating data from behavior eliminates code duplication while maintaining type safety—a core Rust principle that scales as your project grows.

 

Chapter 2 - Let There Be a World (Procedural Generation) This chapter teaches you procedural world generation using Wave Function Collapse and Bevy.

A layered terrain system where tiles snap together based on simple rules. You'll create landscapes with dirt, grass, water, and decorative props.

By the end, you'll understand how simple constraint rules generate natural-looking game worlds and how tweaking few parameters lead to a lot of variety.

It also gently touches on rust concepts like references, lifetimes, closures, generic and trait bound. (Hoping to go deep in further chapters)