The Impatient Programmer's Guide to Bevy and Rust cover image

Book

The Impatient Programmer's Guide to Bevy and Rust

Build a 2D Game From Scratch

Most Rust resources dump ownership, lifetimes, and the borrow checker on you before you build anything fun. This book flips that: Fun First, Rust Second. Start by moving characters, then add procedural world generation, particle effects, A* pathfinding, and combat systems as you progress. Master ECS architecture and Rust fundamentals by creating a complete 2D game, not reading theory.

Reviews

"I've been a software engineer for over 3 decades, and if this is consistently your work, you should be paid well for writing books and documentation. This is up there with (I am showing my age) the classic Dr. C Wacko series (Heller et al) and David H Ahl. The topic are laid out, you use nested headings, the conversation pulls you in, there's an ideal mix of code figure blocks with screenshots and artwork to keep the reader engaged before they hit fatigue of too many words. FLOWCHARTS AND COMICS :-) You explain the code, commentary which by the way helps people's memory (give not just the what/how, but the WHY so people focus on the value proposition). Lastly there is solid empathy to the reader when you pose anticipated questions and then answer them. What I like about this is it it is so comprehensive of a walk-through. I've failed to learn Rust twice (twice I got halfway through the Rustlings book and Rustlings repo, then walk away for months). But it feels like I could DO this, and success is guaranteed (meaning even if I don't grasp it all, I'll have gained something about Rust in general). Cheers"

Redditor • Chapter 2 • r/learnrust

"Yes. I think they basically put off the borrow checker (like, not at all but in depth) to like chapter 2-3? The chapters are long, so 2-3 might not sound like much but double them and youll get a better sense of how game focused it is. Its very much game first, rust second while using bevy specifically as the engine while not actually neglecting rust, just better pacing of the more rust specific bits if your focus is game dev specifically. They also do a VERY good job of teaching the ECS aspects of bevy plus aspects of bevy that arent ECS but make using bevy itself really nice (pretty sure chap 1 you make your own plugin because they are amazing for code organization in the messy ECS world/context, how easy it is to fully control the render pipeline by letting you insert entire arbitrary pipelines where you want them to be, etc). Basically, youll learn something no matter how little or much you know imo unless you are a master of all 4 categories already (rust, gamedev, ecs, and bevy). Not a perfect thing, but like... Wow does it seem really nice given what I've seen of it so far."

Redditor • Chapter 6 • r/learnrust

"I ask this with utmost sincerity and no ulterior motives: are you even human? I really need to continue with this series. Its honestly alarmingly well made from what I've done so far. My secret desire is you can become something like the gdquest of bevy if thats what you want too..."

Redditor • Chapter 7 • r/bevy

"This is fantastic. you have an excellent teaching style that fits with how I prefer to learn. learn by doing, explain everything, and use simple analogies when it helps. I just read / skimmed through the entire article and plan to revisit this weekend and work through it carefully."

Redditor • Chapter 1 • r/rust_gamedev

"As usual, great work! It's really impressive that you put out such valuable resources for free. I'd argue that this is currently the de facto beginner guide for bevy. I hope to read more from you :)"

Redditor • Chapter 6 • r/bevy

"Really cool stuff! Thanks for doing this tutorial. This looks like a really fun way to learn some rust basic and game dev basics in one place."

Redditor • Chapter 3 • r/learnrust

"This is really high quality I hope you can continue. A particle effect system tutorial would be amazing. Thanks!"

Redditor • Chapter 3 • r/learnrust

"You are a gold mine! Thank you for sharing and letting us learn with your resources!"

Redditor • Chapter 4 • r/learnrust

"Love these. Especially since they're not videos! Thank you for your work."

Redditor • Chapter 3 • r/bevy

"Very cool tutorial! Helps a lot as a beginner to both Bevy and Rust :) Excited for next chapters!"

Redditor • Chapter 2 • r/bevy

"This series is absolute gold. You're doing an amazing job!"

Redditor • Chapter 4 • r/learnrust

"im impatient programmer , and i will say that one good tutorial , love your work"

Redditor • Chapter 4 • r/rust

"Been waiting for part 3! These are great, keep up the good work"

Redditor • Chapter 3 • r/bevy

"This series have been delightful. Thank you"

Redditor • Chapter 3 • r/rust_gamedev

"Hey, just started your series and it's incredible! Thanks for the hard work!"

Redditor • Chapter 5 • r/bevy

Chapters

Chapter 1

Let There Be a Player

Learn to build a 2D game from scratch using Rust and Bevy. This first chapter covers setting up your game world, creating a player...

Chapter 2

Let There Be a World

Continue building your 2D game with Bevy and Rust. This second chapter covers procedural world generation using Wave Function Collapse, creating layered terrain with...

Chapter 3

Let The Data Flow

Learn to build a data-driven character system in Bevy. We'll use a RON file to configure character attributes and animations, create a generic animation...

Chapter 4

Let There Be Collisions

Let's make the player interact with the world properly, no more walking through trees, water, or rocks. We'll implement z-ordering so they can walk...

Chapter 5

Let There Be Pickups

Build an inventory system to collect items from the world, then zoom in and add smooth camera follow.

Chapter 6

Let There Be Particles

Learn to build a particle system to create stunning visual effects. Implement custom shaders, additive blending, and bring magic into your game.

Chapter 7

Let There Be Enemies

Build intelligent enemies that hunt and attack the player.

Chapter 8 feature image

Chapter 8

Let There Be Death

Add health, damage, and combat mechanics that make your game feel dangerous.

Chapter 9 feature image

Chapter 9

Let The World Scale

Break through Wave Function Collapse size limits by stitching multiple maps into one seamless world.

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Roadmap

More chapters incoming

I am actively writing new chapters on multiplayer, AI NPCs, and more.