This part presents a ninja-based texture asset pipeline, render textures, and finally debug that results are pixel perfect.
The part discusses handling errors, testing, and binary file parsing with a DDS parser example.
Discussing how to split the game state code into multiple modules, including an introduction into the Rust module system.
Shows how to structure the game state, handle transitions, and split the dynamic from the static state.
Shows how to extend the existing architecture to support mouse input processing on Windows.
The post provides an overview of the API, how the Rust drop trait is used to implement D3D11 resource cleanup that follows the Rust semantics.
This article presents an overview of the Rust compilation model and how it informs the code structure for the project.
This article presents my setup on how to use Visual Studio with Rust on Windows.
This week covers how to load shaders, generate a quad in a vertex shader without using vertex and index buffers, record a command list and execute it.