{"product_id":"building-games-with-bevy-rust-sofia-draycott-9798271696572","title":"Building Games with Bevy Rust Game Development Guide: Learn Entity-Component Systems, Data-Oriented Design, and Performance Techniques for 2D and 3D G","description":"\u003cp\u003e\u003cb\u003eBuild real games in Rust with Bevy, from first compile to shipped release.\u003c\/b\u003e This book treats you like a teammate on a production project. You start with a clean toolchain and a fast workspace, then move through ECS patterns, rendering, assets, UI, physics, animation, AI, networking, and release. Every step is backed by working examples and clearly labeled code. No filler, only what helps you ship.\u003c\/p\u003e\u003cp\u003eEarly on, you see how project layout, version pinning, and a tidy plugin graph keep builds quick and stable. Components and bundles are shown in context, with explanations of why data layout affects cache behavior and frame time. Queries and filters are demystified, so the systems you write stay simple and parallel. The style is hands on. You read a short paragraph, then you read code that compiles.\u003c\/p\u003e\u003cp\u003eRendering is practical. You work with wgpu backends across Vulkan, Metal, D3D12, and WebGPU. You add a custom render graph node, tune PBR materials, and manage tone mapping and HDR. When ray traced lighting makes sense, you see a path to test it, along with honest fallbacks and baking so your project stays predictable.\u003c\/p\u003e\u003cp\u003eProduction teams live on assets, so the pipeline is a first class topic. You set up \u003ci\u003eAssetServer\u003c\/i\u003e with hot reload, write custom \u003ci\u003eAssetLoader\u003c\/i\u003e code for binary and text formats, embed gameplay data in glTF extras, and ship textures through a KTX2 flow that trims memory and download time. Every section includes code you can paste and adapt.\u003c\/p\u003e\u003cp\u003eFor 2D, you get sprite batching, atlas animation, tilemaps that scale, and pixel perfect cameras that handle scaling and letterboxing without blur. Tools matter during development, so there are clear examples using \u003ci\u003ebevy_ui\u003c\/i\u003e with Taffy layout, \u003ci\u003ebevy_egui\u003c\/i\u003e panels and inspectors, input mapping with Leafwing, and clean focus and text input hygiene.\u003c\/p\u003e\u003cp\u003ePhysics coverage is balanced and concrete. You configure Rapier and Avian, set collision layers, CCD, and joints, build character controllers, read contact data, and wire triggers and queries into gameplay events. Animation and VFX chapters show skeletal and property animation with \u003ci\u003eAnimationPlayer\u003c\/i\u003e, state driven blending with notifies, GPU particles with Hanabi, and material effects like glass and emissive, all with concise examples.\u003c\/p\u003e\u003cp\u003eNetworking is explained through patterns that ship. You build an authoritative client server with renet and replicon, add client prediction and reconciliation with Lightyear, and implement rollback with GGRS. Transports cover quinnet and Steamworks with a connection flow that testers can follow. Web and WASM builds get equal care, including COOP and COEP headers, feature probing, and asset delivery that works inside the browser.\u003c\/p\u003e\u003cp\u003ePerformance and release tie it all together. You profile with Tracy and Chrome trace, track meaningful percentiles, and fix what moves the needle. Then you package with cargo dist, sign and notarize where required, verify Steam integration, and run a CI matrix that produces clean artifacts for desktop and web.\u003c\/p\u003e\u003cp\u003e\u003cb\u003eWhen deadlines are close, you need a guide that shows exactly what to build and why it works\u003c\/b\u003e\u003c\/p\u003e\u003cul\u003e\n\u003cli\u003e\n\u003cb\u003eExample first: \u003c\/b\u003e every concept is paired with working code and short explanations.\u003c\/li\u003e\n\u003cli\u003e\n\u003cb\u003eProduction focus: \u003c\/b\u003e choices are justified by stability, performance, and team workflow.\u003c\/li\u003e\n\u003cli\u003e\n\u003cb\u003eEnd to end coverage: \u003c\/b\u003e setup, ECS, rendering, assets, UI, physics, animation, AI, networking, performance, and release.\u003c\/li\u003e\n\u003cli\u003e\n\u003cb\u003eActionable details: \u003c\/b\u003e version pins, feature flags, device limits, headers for web, CI scripts, and packaging steps.\u003c\/li\u003e\n\u003c\/ul\u003e\u003cp\u003eIf you want a guide that helps you build, measure, and ship, this book gives you the pieces that matter and the code that proves it.\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eAuthor:\u003c\/b\u003e Sofia Draycott\u003cbr\u003e\u003cb\u003eISBN-13:\u003c\/b\u003e 9798271696572\u003cbr\u003e\u003cb\u003ePublisher:\u003c\/b\u003e Independently Published\u003cbr\u003e\u003cb\u003eLanguage:\u003c\/b\u003e English\u003cbr\u003e\u003cb\u003ePublished:\u003c\/b\u003e 10\/26\/2025\u003cbr\u003e\u003cb\u003ePages:\u003c\/b\u003e 356\u003cbr\u003e\u003cb\u003eFormat:\u003c\/b\u003e Paperback\u003cbr\u003e\u003cb\u003eWeight:\u003c\/b\u003e 1.36lbs\u003cbr\u003e\u003cb\u003eSize:\u003c\/b\u003e 10.00h x 7.00w x 0.74d","brand":"Sofia Draycott","offers":[{"title":"Paperback","offer_id":49083757756671,"sku":"9798271696572","price":39.99,"currency_code":"USD","in_stock":true}],"url":"https:\/\/www.whiterainbookhouse.com\/products\/building-games-with-bevy-rust-sofia-draycott-9798271696572","provider":"WR Book House","version":"1.0","type":"link"}