In this tutorial, I hope to get you from an empty Cargo project to having a window with a rotating square in it. This tutorial does not explain concepts used in the game, as those will be covered by other tutorials. This tutorial only covers project setup and contains a sample "game" simply to test the build environment.
I assume that you have installed Rust and Cargo, and have already built a hello-world project with Cargo. If you haven't met these criteria, please read the first few chapters of The Rust Book and come back once you've finished.
- You should be able to run the command
rustc -V
- You should be able to run the command
cargo -V
If you have failed either of these, please review the getting started
guide and make sure that you have the latest versions of rustc
and cargo
.
Parts of the Piston project depend on native C libraries. For example, in order to display a window and hook it up to an OpenGL context, we can use either Glutin, GLFW or SDL2 as the implementation of the windowing system.
The rest of this tutorial uses SDL2 for windowing, so we will need to install the SDL2 native library.
If you use Homebrew, installing freetype is as simple as
brew install freetype
. That's it. Done.
Honestly, it's probably easier to just install Homebrew and then follow the homebrew instructions.
If you are on Ubuntu, you can run
sudo apt-get install libfreetype6-dev
!
Copy libfreetype-6.a
to $RUST_ROOT\bin\rustlib\$CPU_ARCH-pc-windows-gnu\lib
.
- For 32-bit Windows, download this libfreetype-6.a to e.g.
C:\Rust\bin\rustlib\i686-pc-windows-gnu\lib\
. - For 64-bit Windows, download that libfreetype-6.a to e.g.
C:\Rust\bin\rustlib\x86_64-pc-windows-gnu\lib\
.
If everything is set up correctly, it's time to create a Cargo project and specify dependencies.
mkdir getting-started
cd getting-started
touch Cargo.toml
Now in your favorite editor, add project settings and dependencies to
Cargo.toml
.
^code(./Cargo.toml)
You might be thinking that this is a lot of dependencies for such a simple
example application.
This is because of how the Piston Projects are organized.
The piston
and graphics
libraries are able to do a lot of work by
themselves, but they are made to be completely independent of a
backing implementation.
For example, when it comes to displaying a window and getting keyboard events
in a cross-platform manner, you can use either Glutin, GLFW or SDL2.
GLFW and SDL2 are both C and C++ cross-platform libraries for creating windows
with an OpenGL context. Glutin - pure Rust alternative.
In this tutorial I chose Glutin, so you will notice that in the cargo file, we
imported glutin_window
.
opengl_graphics
is another backend that implements the interface defined in
graphics
.
graphics
is a 2d graphics API that doesn't care about how things are
actually drawn to the screen.
If you implement the graphics
interface yourself, you could route it
through directx, or render straight to a png.
In this tutorial, we are rendering using OpenGL, so we'll use opengl_graphics
.
The pattern of "interface" and "backend" is very common with Piston Projects. While other game engines might encompass lots of functionality, we prefer to have many libraries that are separate and extendable, but also work well when combined.
Ok, time for some game logic.
First create the source directory and a file use as the entry point for our application.
mkdir src
touch src/main.rs
Now in your favorite editor edit src/main.rs
.
^code(./src/main.rs)
Awesome! Now that we have the game code, let's get it running!
With Cargo, downloading dependencies and building the application is as
simple as running cargo build
from the main project directory.
If all goes well, you should have the binary spinning-square
inside the target/debug
directory.
Run it by executing ./target/debug/spinning-square
.
You can also directly run it by running cargo run
.
On your screen you should have a rotating square that looks like this: