A journey to fullstack mobile game development in Rust
summary
Over five years of incremental adoption show that fullstack Rust is practical for mobile games: a Go + C FFI prototype evolves to Rust backends (fixed a broken MongoDB driver that crashed at ~1,000 req/s), Protobuf between Unity and Rust, then reusable Warp modules, and finally a Bevy front end with Bevy engine, axum and protobuf server plumbing. Zoolitaire ships on iOS with 100 levels, deterministic server replay for anti-cheat, five open source mobile crates, and cross‑platform iOS Android web support.
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chapters (8)
- 0:00Introduction to Rust in games
- 1:21Early Rust backend experiments
- 3:28Transitioning to full Rust
- 5:13Improving frontend integration
- 6:48Modular architecture with Warp
- 10:11Embracing full-stack Bevy
- 12:17Modernizing with Axum
- 15:48Q&A and future outlook
related talks
24mJourney to Fullstack Mobile Game Development in Rust
18mDiving into the deep end with Rust/C# hybrid in game project
39mSeamless Multiplatform – Kotlin-Rust-Multiplatform?!
38mRust on the frontend
01h 21mLeveraging Rust to build cross-platform mobile libraries
26mMaking Rust more Accessible through Game Development
48mStrengthening the Base: Laying the Groundwork for a more robust Rust SDK
30mShipping production ready Rust for Android
