How I Rebuilt an RPG Map Editor with Rust, React, and WASM
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.
- ▪The original map editor was replaced with a Rust/WebAssembly editor to improve functionality.
- ▪Key areas of focus included the editor route, maps dashboard, and save model to enhance user experience.
- ▪The dashboard was redesigned to streamline the map creation process and improve reliability.
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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.
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