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The multiplayer demo project demonstrates the intricate planning and attention to detail needed to synchronize player attributes between the client and server. This showcases the complexity of creating a seamless multiplayer experience at a lower level.
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For more detailed code, visit the MIT-Licensed [GitHub repository](https://github.com/CuddlyBunion341/bevy-multiplayer).
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For more detailed code, visit the MIT-Licensed [GitHub repository](https://github.com/cb341/bevy-multiplayer).
Copy file name to clipboardExpand all lines: src/content/blog/exploring-rust.md
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At Renuo, we love Ruby. It's simple, elegant, and powerful. But let's be honest, Ruby isn't the fastest language out there.
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Over the last couple of months, I've been exploring low-level programming, hoping to bridge the gap between the high-level world of Ruby and the lower-level world of systems programming. To do this, I started working on my first Rust project: a blazingly fast voxel "game" called [rsmc](https://github.com/CuddlyBunion341/rsmc). It features a terrain generator, meshing, a scalable client-server architecture, and custom serialized messages for high-speed communication. This project has been my playground for learning Rust, and in this post, I'll share some of the lessons I've learned along the way.
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Over the last couple of months, I've been exploring low-level programming, hoping to bridge the gap between the high-level world of Ruby and the lower-level world of systems programming. To do this, I started working on my first Rust project: a blazingly fast voxel "game" called [rsmc](https://github.com/cb341/rsmc). It features a terrain generator, meshing, a scalable client-server architecture, and custom serialized messages for high-speed communication. This project has been my playground for learning Rust, and in this post, I'll share some of the lessons I've learned along the way.
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-**Systems:** Keep them small and focused on one task. This way they are easier to test and extend.
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-**Plugins:** Encapsulate resources, systems, and components into distinguishable modules.
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-**Events:** Use events to the fullest extent to decouple systems and keep code modular.
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-**States:** Run systems only when they are relevant (e.g., Menu, Playing). This helps with UI and logic separation. In particular this PR: [#32](https://github.com/CuddlyBunion341/rsmc/pull/32)
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-**States:** Run systems only when they are relevant (e.g., Menu, Playing). This helps with UI and logic separation. In particular this PR: [#32](https://github.com/cb341/rsmc/pull/32)
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Bevy makes structuring a game engine intuitive, and its Rust-first approach ensures safety and performance while keeping things flexible. If you're interested in learning more about the ECS approach to game development, I wrote a blog article about planning an ECS: [Multiplayer in Rust Using Renet and Bevy](https://dev.to/renuo/multiplayer-in-rust-using-renet-and-bevy-17p6).
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Rust's macros are like Ruby's metaprogramming but more structured and powerful. They help eliminate boilerplate while maintaining type safety.
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Here's a macro I used to [define blocks](https://github.com/CuddlyBunion341/rsmc/blob/main/src/client/terrain/util/blocks.rs) in my project:
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Here's a macro I used to [define blocks](https://github.com/cb341/rsmc/blob/main/src/client/terrain/util/blocks.rs) in my project:
Copy file name to clipboardExpand all lines: src/content/blog/hotwire-outside-rails.md
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- Random username generation
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- Real-time user list
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The GitHub Repository for this project can be found here: [https://github.com/CuddlyBunion341/bunjs-turbo-demo](https://github.com/CuddlyBunion341/bunjs-turbo-demo"https://github.com/CuddlyBunion341/bunjs-turbo-demo")
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The GitHub Repository for this project can be found here: [https://github.com/cb341/bunjs-turbo-demo](https://github.com/cb341/bunjs-turbo-demo"https://github.com/cb341/bunjs-turbo-demo")
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