Journey to Fullstack Mobile Game Development in Rust
summary
Five-year adoption story: Rust starts as a shared library called via C FFI from a Unity C# frontend and Go backend, evolves into a pure Rust backend (Warp) with protoc/protobuf replacing JSON, then moves to fullstack mobile using Bevy. Work reuses an Atlas codebase across projects (Wheelie Royale, STC4) and produces Zoolitaire and TinyTakeoff, ships to iOS and web, implements native mobile features, and runs the same Rust codebase replaying game logic on server for cheat validation; many components are open source on GitHub.
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chapters (22)
- 0:00Introduction
- 1:17Why Rust for game dev
- 2:21Early challenges with shared Rust
- 3:27Stabilized Rust ecosystem shift
- 4:29First fullstack Rust backend
- 5:38Improving frontend-backend comms
- 6:41Tower Rangers backend components
- 8:06Reusing backend code
- 9:11Transition to fullstack Rust
- 9:54Bevy game engine intro
- 11:15Mobile game components in Bevy
- 12:38Zuli mobile game showcase
- 13:23Modern Rust backend stack
- 14:05Validating game logic
- 14:46Tiny Takeoff multiplayer
- 16:13Rust in game dev benefits
- 16:57Q&A
- 17:19Bevy UI challenges
- 18:43Tiny Glade modularity
- 20:29Bevy vs Unity/Unreal
- 21:53Bevy easy Rust entry
- 22:14Rust learning curve
related talks
21mA journey to fullstack mobile game development in Rust
18mDiving into the deep end with Rust/C# hybrid in game project
26mMaking Rust more Accessible through Game Development
38mRust on the frontend
01h 21mLeveraging Rust to build cross-platform mobile libraries
39mSeamless Multiplatform – Kotlin-Rust-Multiplatform?!
31mThe Fullest Stack
43mClosing Keynote
