►
From YouTube: Carlo Supina: Making Rust more Accessible through Game Development [ESP] — RustFest LATAM 2022
Description
Los videojuegos inspiran a mucha mentes jovenes a aprender programación. Mi presentación tratará cómo podemos reducir la barrera del desarrollo de los videojuegos y acercar a la gente a la comunidad Rust más efectivamente
https://rustfest.global/session/61-making-rust-more-accessible-through-game-development/
English: https://www.youtube.com/watch?v=XwC5SPZ97vE
A
Carlos
joins
us
today,
who
is
a
welder
and
runs
an
electronics
and
programming
company,
minecraft
punto
tech
in
his
free
time.
He
does
something
that
is
very
close
to
my
heart
and
perhaps
the
reason
why
I
do
not
admit
people,
but
people
who
He
knows
me
because
I
love
prost
and
that's
because
he's
been
learning
rast
and
has
started
to
work
more
with
rast
by
working
on
various
small
games.
That's
hilarious,
I
love,
it
I
hope.
A
Welcome
to
my
talk,
make
rast
more
accessible
through
game
development.
With
this
talk,
I
hope
to
open
a
discussion
conversation
about
how
we
can
increase
the
accessibility
of
rastan
new
programmers.
In
particular,
I
will
focus
on
game
development.
The
first
reason
is
that
it
includes
most
of
the
programming
I
do
with
brass,
and
the
second
is
that
I
think
games
influence
a
lot
of
young
people
to
dedicate
yourself
to
programming
in
the
long
run
before
starting
the
talk.
A
I
want
to
tell
you
a
little
about
my
story:
I
work
in
a
drone
company
where
I
do
generalist
work
from
pcb
design,
embedded
programming,
even
soldering
in
my
spare
time,
I
run
an
educational
company
where
I
published
programming
articles
and
videos.
I
also
like
tinkering
with
electronics
and
creating
my
own
gadgets
using
3b
printed
parts.
I
also
like,
of
course,
programming
with
rast.
I
work
mainly
on
games
that
are
open
source,
but
I
also
enjoy
programming
embedded
devices.
A
I
have
worked
on
various
games,
but
also
I
have
some
long
term
projects
that
I
work
on
periodically.
Something
you
should
know
about
me
is
that
I
didn't
learn
computer
science
in
school.
The
main
initial
experience
I
had
outside
of
introductory
programming
classes
was
through
hackathons
is
that
they
are
competitions
24-36
hours
in
college.
These
are
great
for
networking
and
learning
from
peers,
but
not
very
good.
At
learning
basic
programming
habits,
like
collaboration,
testing,
error
handling.
This
is
why
I've
mostly
worked
on
my
own
independent
projects.
A
I
wasn't
very
good
at
collaborating
in
projects
existing
until
recently,
I
want
to
lay
the
foundation
of
what
is
required
to
make
a
game
for
those
new
to
game
development.
Obviously,
an
important
component
of
games
is
the
code
that
defines
entities
in
the
game
and
specifies
how
well
they
interact
with
each
other.
Yes,
how
they
are
interesting,
yes,
but
there
is
also
the
art
two
and
three
of
the
sprites,
the
models
that
make
the
game
visually
attractive.
A
The
sounds
are
also
important
to
make
it
attractive
to
play,
and,
finally,
those
who
have
made
james
understand
the
importance
of
design
quality,
indicate
and
link
the
steps
and
actions
that
the
player
will
take
in
the
game,
so
that
the
experience
is
satisfactory.
What
I
want
to
emphasize
here
is
that,
although
programming
is
very
important
for
game
development,
it
can
be
an
art
on
its
own
as
a
game
programmer.
You
can
consider
it
part
of
your
task
to
link
other
types
of
art
to
create
a
unified
and
interactive
experience
for
the
player.
A
A
The
first
game
I
want
to
present
to
you
is
a
personal
project.
For
a
long
time,
it's
called
the
wave
in
this
game.
I
took
the
first
steps
in
the
rast
community.
Initially,
I
made
this
game
using
the
most
popular
game.
Engine
at
the
moment
called
metiste
a
metiste
had
a
wonderful
community
that
was
very
supportive
and
helpful.
Helped
me
get
to
know
the
engine
and
the
language.
Recently
the
development
of
amethi
stopped
and
I
started
to
port
the
project
to
the
el
behring
engine.
A
Implementing
significant
structural
improvements
to
the
code
in
this
process
here
is
a
summary
of
the
game
on
your
website
is
a
road
light
type
space
shooter
in
the
game.
The
player
selects
a
character
with
unique
stats
and
abilities
and
progresses
through
various
levels
randomly
generated
consisting
of
different
enemies
that
spawn
in
different
formations.
At
the
end
of
each
level,
the
player
picks
up
a
high
level
enemy
before
moving
to
the
next
level.
During
the
game,
the
player
collects
items
that
increase
the
rules
of
the
game.
A
Some
items
are
simple
and
they
increase
the
player's
statistics,
but
there
are
other
more
complex
ones
that
affect
other
aspects
of
the
game,
such
as
physics
as
the
player
progresses.
He
accumulates
many
items
that
can
create
synergies
with
each
other.
Just
like
everything
else
in
the
game,
these
items
are
randomized
in
the
the
way
they
appear,
and
that
is
why,
every
time
the
game
is
played,
the
experience
is
unique.
Just
like
all
the
games
that
will
be
mentioned,
a
wave
quintet
is
open
source
and
aims
to
be
a
good
starting
point
for
new
game
developers.
A
De
brass
contribute,
it's
still
a
work
in
progress,
but
I
think
the
game
has
very
well
defined
goals
and
a
vision
of
the
type
of
game
it
will
be
before
I
continue.
I
must
give
a
brief
explanation
of
an
architectural
pattern
that
is
used
by
both
minds
and
'baby,
who
are
calls
ss
stands
for
entity
component
system.
With
s
s,
programmers
define
entities
as
a
collection
of
components,
then
systems
containing
game
logic
can
be
defined
to
query
components
and
access
and
modify
data.
Finally,
events
can
be
created
to
share
data
between
systems.
A
Engines
css,
can
optimize
and
execute
these
systems.
In
parallel
in
the
image
we
see
a
screenshot
of
wave
text
that
contains
different
types
of
entities.
First,
the
gray
and
blue
spaceship
below
is
an
entity
that
represents
the
player.
Character
is
made
up
of
components
that
contain
their
statistics,
corts
sprite
and
that
allows
you
to
interact
with
physics.
Much
like
entities,
2
and
3
are
different.
Types
of
enemy
entities
contain
a
different
component
that
contains
basic
stats
for
enemies.
Your
sprite,
your
light
table
and
a
component
that
allows
you
to
interact
with
physics
and
entity.
A
4
is
an
item
with
a
component
that
describes
the
effect
it
has
to
be
applied
to
the
player
or
player
character
when
acquired
entity.
5
is
an
enemy.
Projectile
contains
components
that
allow
it
to
move
and
describe
the
damage
it
does
will
cause
the
player
on
contact
instead
of
writing
different
pieces
of
code
that
describe
what
enemies
should
do.
Players
items
and
projectiles
with
ss
typically
write,
concise
systems
that
handle
component
data
and
interactions
between
various
components
before
starting
work
between
this
web
in
amet
is,
I
had
never
experienced
ss.
A
In
my
experience
there
is
a
learning
curve
to
be
able
to
understand
how
to
efficiently
organize
and
design
a
game
with
an
ss
engine.
But
after
that
initial
difficulty
it
seemed
to
me
that
ss
generated
a
good
organization
and
division
of
the
game
logic.
Unlike
other
games,
I
had
worked
on
before
now.
I
am
going
to
give
you
some
examples
from
theta
web
where
ss
is
demonstrated
and
at
the
same
time
the
technique
that
I
used
to
make
such
a
modular
aspect
of
the
game
as
possible
in
the
game.
A
There
are
many
different
enemies
that
behave
in
different
ways
and
I
intend
to
add
more
enemies
and
more
behaviors.
This
could
easily
lead
to
a
lot
of
redundant
code
if
not
handled
effectively
and
could
make
the
game
messy
and
difficult
to
play
handling
for
new
programmers.
I
have
taken
this
problem
into
account
by
dividing
complex
behaviors
into
smaller
and
simpler
behaviors.
While
each
enemy
is
handled
behaves
differently,
they
may
share
some
simple
fundamental
behaviors
for
a
unique
behavior,
for
example,
for
the
missile
enemy
that
it
heads
and
moves
towards
the
player.
A
I
give
it
two
small,
two
small
behaviors
one
to
turn
towards
the
target,
which
is
the
player
and
one
to
move
forward.
The
two
behaviors
are
handled
each
frame
and
are
made
up
of
the
fact
that
the
entity
is
heading
towards
target
as
a
missile.
This
is
another
example
to
illustrate
a
shared
behavior,
the
most
basic
enemy
in
the
game,
which
I
call
the
drone
moves
directly
and
resists
movement
in
a
horizontal
direction.
A
These
behaviors
are
defined
as
in
homs,
which
are
called
moulting
or
moving
towards
down
and
break
horizontal
and
ask
horizontal
another
enemy
in
the
game
is
called
the
stripper
and
it
moves
down
and
in
a
horizontal
direction.
There
are
two
variations
of
this
enemy
that
initializes
to
move
in
opposite
horizontal
directions,
but
for
this
example,
we
will
look
at
the
trader
who
initially
moves
to
the
right
same
as
the
enemy
drone.
The
trade
fairs
moves
down
the
right
variant
of
streiff,
initially
moves
to
the
right,
but
anything
changes.
A
Its
horizontal
direction
in
reverse
stress,
behaviors,
are
called
moving
down.
Moving
to
the
right
and
change
direction,
horizontal
direction
on
impact
these
enemies
have
a
shared
behavior
called
move
down.
These
behaviors
are
defined
in
a
rust
menu
of
embers
that
are
stored
in
a
vector
that
belongs
to
a
component
that
is
used
on
all
enemies.
This
component
consult
with
a
dedicated
system
that
uses
an
equalization
statement
to
execute
the
corresponding
function.
A
The
Modularity
of
behaviors
allows
contributors
to
easily
mix
and
match
behaviors
to
create
new
behaviors
This
modularity
is
also
combined
with
configuration
files
to
allow
contributors
to
create
new
enemies.
Without
touching
much
code,
This
allows
new
people
to
program
new
ones,
words
or
new
in
game
development,
create
new
enemies
without
needing
to
understand
the
more
complicated
aspects
of
the
language.
One
of
the
games
that
yoko
I
have
contributed
to
in
the
last
year
is
called
fish
fight.
A
A
Rast
and
game
development
more
accessible.
First
to
summarize
the
game.
Fifa
is
a
platform
shooter
2
game
made
by
paisil,
auster
studios.
The
game
can
be
played
with
up
to
4
players,
either
locally
or
online.
One
of
the
aspects
of
first
five
that
makes
it
more
accessible
to
new
rast
developers,
is
its
dedication
to
documentation
located
in
the
same
repository
as
the
game
code.
We
find
a
directory
that
is
llama
book
where
source
files
are
kept
for
a
live
that
contains
resources
about
the
game.
A
This
book
contains
everything
from
an
explanation
of
how
to
play
guidelines
to
art
and
explanations
of
contributions.
It
is
a
resource
where
everything
related
to
fifa
is
concentrated.
I
have
worked
a
lot
in
this
book,
and
I
can
tell
you
that
it
still
has
a
long
way
to
go
and
it
can
be
hard
to
keep
up
at
times,
but
I
strongly
believe
that
having
a
solid
starting
point
for
new
contributors
to
get
familiar
with
the
game
is
essential
if
we
want
to
make
the
game
accessible
for
programmers
with
all
experience
levels.
A
This
is
that
spicy,
the
three
pays
developers
outside
of
their
core
team
for
their
certified
contributors
do
this:
by
identifying
people
who
have
shown
an
interest
and
who
understand
the
game.
By
making
contributions,
then
they
contact
them
and
give
them
a
little
job.
They
typically
get
paid
$100
for
their
work.
They
emphasize
that
people
who
want
to
code
just
for
the
money
they
are
going
to
have
a
job
a
full
time
professional
programming
job.
A
But
people
who
have
a
passion
for
creating
games
can
do
it
in
their
free
time
and
through
this
system
they
earn
compensation
for
their
work.
This
allows
not
only
experienced
programmers
to
earn
money
for
their
time,
but
it
allows
novice
programmers
to
increase
their
experience
and
resume
by
working
and
to
be
able
to
say
that
they
have
been
paid
to
develop
a
game
using
more
clearly
that
there
are
many
challenges
in
this
type
of
system.
A
The
first
thing
is
that
developers
many
Sometimes
they
prefer
working
on
their
own
projects
to
their
own
engines,
tools
or
games.
Of
course,
people
also
have
other
things
to
do
outside,
of
contributing
to
fish
fight,
so
expecting
them
to
commit
to
bigger
tasks,
and
deadlines
can
be
difficult.
Considering
these
countries
time
span.,
you
are
very
intentional
about
the
tasks
you
give
to
external
contributors,
avoiding
critical
tasks
and
tasks
that
block
other
work.
They
also
don't
have
very
rigid
deadlines,
but
can
pass
work
to
other
people.
A
If
someone
no
longer
has
the
time
the
motivation
to
finish
their
task,
they
want
now
discuss
a
learning
plan
that
you
plan
to
use
on
theta
web
and
that
illustrious
spies
plans
to
use
in
your
games
uses
difficulty
levels
with
suggested
contributions
that
help
programmers
start
making
more
advanced
contributions
little
by
little
and
helps
them
explore
different
parts
of
the
game
game
code.
The
idea
is
to
start
with
an
easy
contribution,
one
that
could
consist
of
setting
values
in
a
config
file
for
web
text.
A
This
could
be
creating
a
new
enemy
by
copying,
an
existing
one
and
adding
removing
or
changing
a
behavior
that
is
already
implemented
in
the
game
on
facebook.
This
could
be
something
like
changing
the
musket
to
fire,
the
rifle
to
fire
faster
and
have
more
bullets.
A
medium
level
of
contribution
for
theta
web
could
be
adding
a
new
enemy
with
a
simple
new
behavior
for
first
five
could
be
create
an
era,
a
new
weapon
that
is
similar
to
another
in
the
game,
but
is
different
enough
to
modify
the
herrasti
code,
not
only
values
.
A
These
are
examples
I've
come
up
with,
but
these
contribution
levels
could
be
defined
explicitly
in
a
book
to
go
with
the
games
to
give
valuable
guidance
to
those
looking
for
a
way
to
contribute
a
major
challenge
in
making
contribution
guides
for
projects
in
the
early
stages
of
development,
as
web
text
is
that
many
times
the
contribution
process
can
change
drastically.
That
means,
if
the
detailed
material
it
was
written
about
how
to
contribute
to
a
particular
version
of
the
game
and
then
that
same
part
of
the
game
is
completely
changed.
Contribution
guides
become
obsolete.
A
Writing
quality
contribution
guides
is
a
lot
of
work
so
having
them
nullified
with
updates
is
very
unproductive.
It
can
also
be
actively
harmful
to
game
development,
because,
if
you've
written
a
lot
of
contribution
material,
you
couldn't
resist
essential
structural
changes
to
the
game
that
might
eventually
be
needed.
There
are
some
workarounds
for
this,
like
waiting
for
stable
releases,
stable
versions
before
writing.
Contribution
documentation
o
make
sure
that
contributions
for
parts
of
the
game
like
theta
web
enemies
are
not
subject
to
major
mods.
A
Even
though
other
parts
of
the
game
are
I,
don't
think
there
is
a
simple
solution
to
these
problems,
but
ultimately
I
hope
that,
with
this
talk,
others
will
be
inspired
by
the
community
to
consider
solutions
for
these
problems
and
test
them.
I
interviewed
him
in
the
producer
and
leader
of
spicy
logs,
but
in
preparation
for
this
talk
he
emphasized
that
in
general,
the
brass
game,
development
ecosystem
needs
more
learning,
material
of
the
fundamentals
of
programming
with
ras
totally
agree.
A
Either
videos
articles
or
contribution
guides
all
terrace
game
development
content
enjoy
making
it
would
be
greatly
appreciated
by
the
community.
I
will
end
up
presenting
resources
for
those
of
you
who
are
listening
to
this
talk
and
haven't
tried
game
development,
yet
female
games,
but
interested
in
doing
it
first,
water
and
game
jet
dot.
Rs
is
a
fantastic
website,
lists
resources
and
tools
for
making
games
in
rast
a
good
place
to
start
gamer
rs
is
a
monthly
newsletter
where
community
members
show
off
what
they
are
up
to
currently
basking
from
dotcom
es.
A
Hanson
vast
is
a
fantastic
book
on
game
development,
with
herberg
rating
version
that
takes
people
from
being
rush,
newbies
to
creating
randomized
don
chon
games
to
finally
creating
very
entertaining
programming
videos,
many
of
which
talk
about
new
thanks
for
watching
Let's
talk.
If
you
are
interested
in
my
work,
you
can
follow
me
at
carlos
supina
on
twitter
I
hope
you
have
learned
something
new
about
base
game
development.
Thank
you
very
much,
carlos.
That
was
amazing.
A
How
interesting
I
don't
even
know
where
to
start,
because
I
loved
everything
how
you
shared
the
You
have
shown
so
many
topics
that
interest
me
that
I
can't
even
focus
on
just
one
like
the
different
contribution
levels
for
people
to
contribute
or
how
important
it
is
to
pay
contributors
so
that
people
are
busy
and
have
other
things
to
do
all
that
was
very
interesting.
Thank
you
very
much.
It.
A
Was
very
fun
to
organize
this
talk
I
interviewed
ireland
two
days
ago
and
he
gave
me
a
lot
of
interesting
information
about
what
he
is
doing
in
spies
and
outside
and
in
games.
Very
interesting
things
are
being
done
in
the
rast
community
and
I.
Think
you
mentioned
several
times
that
you
are
not
only
talking
about
the
level
of
contribution
and
the
commitment
that
people
can.
A
A
A
'm
trying
to
define
it
I
think
you
shared
so
many
interesting
things
that
you
would
say.
In
fact,
could
you
share
with
us
what
your
first
contribution
was?
I
think
that
this
gives
us
allows
other
people
to
see
what
the
experience
of
contributing
of
course,
well,
of
course,
in
the
first
game,
that
I
showed
them
from
your
website.
A
I
started
it
from
scratch
and
it
was
a
project
that
started
with
hello,
world
learning
to
work
with
rast
and
then
I
met
someone
in
the
rast
community
a
couple
of
years
ago,
since
it
taught
me
a
lot
about
how
to
be
more
professional
with
collaboration
and
those
types
of
skills
that
I
did
not
learn
anywhere
else,
but
for
fish
fight.
My
first
contribution
in
that
case
was
I.
Think
I
did.
A
A
Are
very
open
to
ideas
at
the
time
when
I
made
that
contribution,
they
were
saying,
hey,
they
said
come
on
to
dischord.
The
lens
was
communicating
with
all
the
people
he
was
meeting
through.
The
projects
come
to
the
discovery.
Show
us
your
tell
us
what
article
you
want
to
do
and
let's
go
ahead.
It
was
a
wonderful
experience
and
since
then,
I.
A
Haven't
contributed
for
months,
but
I've
started
to
write
part
of
the
documentation
that
is
being
done.
So
I
wrote
a
step
by
step
guide
to
add
an
article.
It
was
not
the
protector
tortoise.
Shell
tortoise
shell,
but
a
rifle.
How
to
add
something
like
this
step
by
step,
and
it
was
mainly
how
to
change
values
,
not
so
much
generating
new
code.
It
was
more
of
a
copy
and
paste
of
values,
so
it
was
what
I
would
consider.
Maybe.
A
A
A
If
someone
wants
to
be
in
touch,
they
can
do
it
on
twitter.
We
are
going
to
retweet
what
you
put.
They
asked
me
in
the
chat
who
sent
me
a
direct
message
and
said:
hey
thanks
for
sharing
the
conference.
I
love
it,
but
it
is
very
difficult
to
enter
and
as
soon
as
your
talk
started,
I
said
hey.
This
is,
for
you
go
check
it
out
exactly
what
this
is
about,
so
we
feel
so
lucky.