Data-Driven Design
Rust Roguelike Tutorial - Chapter 63 - Effects
· ☕ 1 min read
Chapter 63 introduces a whole new effects system, designed to make it easy to fire effects from anywhere in the game - and to attach them via data to your item JSON definitions.

Rust Roguelike Tutorial - Chapter 46 - Data-Driven Spawning
· ☕ 1 min read
Chapter 46 expands upon the previous Data-Driven work by also making entity spawning driven by your JSON files. So now you can quickly build new monsters, items and props - and decide where they spawn without editing your Rust code.