Hands-On Rust: Effective Learning Through 2D Game Development and Play
I can't help but be heavily skeptical of approaches to a (traditional) roguelike that use ECS. The idea is very entrenched in the rust gamedev community, but for a turn based tile based game there's extremely little benefit and a lot of added complexity. Bob Nystrom has an excellent talk on roguelike architecture [0] and rust as a language itself doesn't prevent any of these approaches. If anything, the existence of sum types as enums make many of them all the more powerful.<p>[0]: <a href="https://www.youtube.com/watch?v=JxI3Eu5DPwE" rel="nofollow">https://www.youtube.com/watch?v=JxI3Eu5DPwE</a>