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How I Rebuilt an RPG Map Editor with Rust, React, and WASM

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How I Rebuilt an RPG Map Editor with Rust, React, and WASM
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The article discusses the process of rebuilding an RPG map editor using Rust, React, and WebAssembly. It emphasizes the importance of creating a reliable workflow for users, ensuring that map creation and saving functions work seamlessly. The author details the technical stack and the challenges faced during the transition from a legacy system to a new editor.

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try { if(localStorage) { let currentUser = localStorage.getItem('current_user'); if (currentUser) { currentUser = JSON.parse(currentUser); if (currentUser.id === 3938134) { document.getElementById('article-show-container').classList.add('current-user-is-article-author'); } } } } catch (e) { console.error(e); } TheXper Posted on May 25 How I Rebuilt an RPG Map Editor with Rust, React, and WASM #webdev #rust #webassembly #gamedev Replacing a map editor sounds like a frontend task. It is not. A browser-based RPG map editor lives inside a product loop: Create a map. Open it in the editor. Paint, place assets, rename it, and change layers. Save automatically. Reopen it later and trust that nothing disappeared.

Excerpt limited to ~120 words for fair-use compliance. The full article is at DEV.to (Top).

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