Rust Amazing Grace code tutorial — In the world of creation, ideas are like sparks.
They appear without warning — bright, brilliant, and fleeting.
The difference between those who dream and those who achieve?
It’s not talent.
It’s not luck.
It’s the ability to act immediately.
If you’ve already explored projects like the Rust Coffee Vending Machine Simulator,
the Rust MUD Game Map System,
or the Rust Text-Based 2D Game Tutorial Introduction,
you’ll know this truth well:
the faster you act on your ideas, the faster you grow.
The fastest way to evolve as a creator is to capture ideas the moment they strike.
When you think of something, you must code it right away.
No planning. No waiting. No perfectionism.
Each thought you turn into code — even if it’s rough, even if it’s incomplete —
is a building block in your personal fortress of mastery.
Coding on instinct trains your mind to bridge imagination and execution without fear.
That’s why, in this tutorial, we won’t just “study” how to generate sound in Rust.
We’ll feel a timeless melody — Amazing Grace —
and immediately translate it into code, one note at a time.
Because coding your thoughts at the speed of your ideas — that is the path to true growth.
That is how you transform from a coder into a creator.
Let’s chase inspiration together — and make it real.
In this first step of our Rust Amazing Grace code tutorial, we’re not just setting up a project —
we’re preparing a clean, empty canvas where raw thought can be immediately translated into living sound.
Speed is key.
You shouldn’t spend an hour deciding on folder names or wondering which framework to use.
When you have an idea, you move. You act. You code.
So let’s move fast and set up the basics.
Open your terminal and create a new Rust project:
cargo new rust-amazing-grace
cd rust-amazing-grace
cargo new
creates a new Rust application.cd rust-amazing-grace
navigates into your project folder.We’ll use a lightweight Rust library called rodio
to generate and play pure sound waves — no sound files needed.
In the same terminal, add rodio
:
cargo add rodio
If cargo add
isn’t available yet, install it first:
cargo install cargo-edit
Or, manually add rodio
to your Cargo.toml
file:
[dependencies]
rodio = "0.17" # Or the latest stable version
This step ensures you have everything needed to create real sound with Rust.
After setup, your project folder should look like this:
rust-amazing-grace/
├── Cargo.toml
└── src/
└── main.rs
When inspiration hits, hesitation kills.
Setting up a new project in under 2 minutes builds a habit:
“I have an idea → I can act on it → I can build it now.”
You don’t just practice coding.
You practice momentum.
And momentum creates mastery.
At this point, your environment is ready.
You’re ready to turn pure thought into pure sound.
Task | Status |
---|---|
New Rust project created | ![]() |
rodio added as a dependency | ![]() |
Project folder ready | ![]() |
Mindset ready for instant action | ![]() |
Step 2: Rust Amazing Grace code tutorial: Understanding How to Create Sound
Now that our project environment is ready, it’s time to understand the real magic behind this Rust Amazing Grace code tutorial —
how we can create pure sound directly from code, without using any pre-recorded files.
We aren’t playing existing music.
We are generating music, note by note, from pure math.
At the heart of all natural sound is the sine wave —
a simple, smooth oscillation that defines the most basic, pure tone a human ear can hear.
In Rust, thanks to the rodio
library, we can create a SineWave source easily:
this simulates the exact physical phenomenon of vibration through air.
When we hear a specific musical note, it’s because air molecules vibrate at a specific frequency (measured in Hertz, Hz).
For example:
Thus:
A sound = A specific frequency + A duration of vibration
In code, we can:
SineWave::new(frequency)
).No audio files.
No fancy music engines.
Just raw frequencies → vibration → music.
Let’s try creating a single note (A4 = 440Hz) for 2 seconds:
use rodio::Source;
use std::{thread, time::Duration};
fn main() {
let device = rodio::default_output_device().expect("No audio output device available!");
let source = rodio::source::SineWave::new(440) // 440 Hz = A4 note
.take_duration(Duration::from_secs(2)) // Play for 2 seconds
.amplify(0.20); // Lower the volume to 20%
rodio::play_raw(&device, source.convert_samples());
thread::sleep(Duration::from_secs(2)); // Wait for the sound to finish
}
This tiny code creates real, physical sound from pure numbers.
This simple trick — creating a vibration mathematically —
is the foundation of all digital music production today.
By understanding and controlling frequency and timing,
you can create anything:
This is true coding creativity at its core.
Concept | Summary |
---|---|
Sound = Frequency + Time | ![]() |
SineWave represents a pure tone | ![]() |
We can code each note directly | ![]() |
No need for audio files | ![]() |
Now you fully understand how we’re going to build Amazing Grace from scratch —
one simple, beautiful note at a time.
Step 3: Rust Amazing Grace code tutorial: Mapping Notes to Frequencies
In this step of our Rust Amazing Grace code tutorial, we move closer to giving life to the melody inside our minds.
Now that you know how pure sound is generated using sine waves,
it’s time to break down Amazing Grace — one of the most iconic melodies ever written — into pure frequencies that we can code.
The magic lies in understanding:
Music = Numbers.
Numbers = Sound.
Sound = Code.
Every musical note corresponds to a specific vibration speed, measured in Hertz (Hz).
For example:
Thus, if we know the sequence of notes for a song,
we can map each note to a frequency, and then use SineWave::new(frequency)
to create sound directly from code.
Here are excellent sources to guide you:
SineWave
and control playback.By studying these, you’ll realize:
Music is just mathematics, and mathematics is perfectly codeable.
Let’s keep it simple in the C major scale (no sharps or flats).
Lyrics | Notes | Frequencies (Hz) |
---|---|---|
Amazing grace | C E G C | 261, 329, 392, 523 |
How sweet the sound | E G A G E C | 329, 392, 440, 392, 329, 261 |
That saved a wretch like me | E G A G E C | 329, 392, 440, 392, 329, 261 |
I once was lost | G A C E | 392, 440, 523, 329 |
But now am found | C E G E | 261, 329, 392, 329 |
Was blind but now I see | G A C | 392, 440, 523 |
(Note: some variations exist — we’ll use this simple one for coding.)
We’ll create two parallel lists:
Example:
let frequencies = vec![261, 329, 392, 523, 329, 392, 440, 392, 329, 261, ...];
let durations = vec![400, 400, 400, 800, 400, 400, 400, 400, 400, 800, ...];
Later, we’ll loop through these lists,
playing each frequency for its corresponding duration.
When you map thoughts (music) into numbers (frequencies),
and numbers into action (sound waves),
you are literally coding your imagination into existence.
This process — mapping abstract beauty into pure logic —
is the essence of creative programming.
Concept | Summary |
---|---|
Notes are matched to frequencies (Hz) | ![]() |
Amazing Grace melody broken into simple sequences | ![]() |
Code plan prepared (frequency + duration vectors) | ![]() |
Ready to start coding the melody | ![]() |
Now we have a full, clean blueprint for coding the Amazing Grace melody from scratch.
Our next step is to start writing Rust code to play the first few notes!
Step 4: Rust Amazing Grace code tutorial: Writing the First Few Notes in Rust
In this part of our Rust Amazing Grace code tutorial, we finally transform thought into sound.
Until now, we’ve prepared the canvas, gathered the colors, and drawn the blueprint.
Now, it’s time to pick up the brush and make music happen — one note at a time.
Our goal here is simple but powerful:
Take the first few notes of Amazing Grace and make them sing using pure Rust code.
First, we need to define the notes (as frequencies) and their durations (in milliseconds).
Here’s the breakdown for the very first line of Amazing Grace (“Amazing grace”):
Lyrics | Note | Frequency (Hz) | Duration (ms) |
---|---|---|---|
A- | C4 | 261 | 500 |
-ma- | E4 | 329 | 500 |
-zing | G4 | 392 | 500 |
grace | C5 | 523 | 1000 |
We’ll store these values into two separate vectors:
one for frequencies, one for durations.
Here’s how we turn those values into real sound:
use rodio::Source;
use std::{thread, time::Duration};
fn main() {
let device = rodio::default_output_device().expect("No audio output device available!");
// Define the sequence of frequencies (notes) and their durations
let frequencies = vec![261, 329, 392, 523]; // C4, E4, G4, C5
let durations = vec![500, 500, 500, 1000]; // milliseconds
for (freq, dur_ms) in frequencies.iter().zip(durations.iter()) {
let source = rodio::source::SineWave::new(*freq)
.take_duration(Duration::from_millis(*dur_ms as u64))
.amplify(0.20); // Lower volume to avoid distortion
rodio::play_raw(&device, source.convert_samples());
// Sleep to let the note finish before starting the next one
thread::sleep(Duration::from_millis(*dur_ms + 100)); // Slight pause between notes
}
}
SineWave::new(frequency)
.take_duration
.amplify
.play_raw
.sleep
) long enough to finish the sound before moving to the next note. With this code, your speakers will now gently sing the opening of “Amazing Grace.”
This isn’t just about hearing a song.
It’s about experiencing the pure act of creation:
This direct translation from mind to reality is what builds mastery faster than anything else.
Task | Status |
---|---|
Frequencies and durations defined | ![]() |
Each note generated as a SineWave | ![]() |
Notes played in sequence with controlled timing | ![]() |
First part of Amazing Grace successfully coded | ![]() |
Congratulations: you just made music out of raw thought.
And you did it in Rust, using nothing but pure, elegant code.
Step 5: Rust Amazing Grace code tutorial: Completing the Full Melody
You’ve already created the first few notes of Amazing Grace —
you’ve felt the magic of coding your thoughts directly into sound.
Now, in this stage of the Rust Amazing Grace code tutorial,
we take it further:
We complete the full melody.
This isn’t just about writing longer code.
It’s about maintaining momentum —
the critical skill that separates a casual learner from a true creator.
Here’s a simple breakdown of the main part of Amazing Grace, staying in C Major:
Lyrics | Note | Frequency (Hz) | Duration (ms) |
---|---|---|---|
Amazing grace | C4 E4 G4 C5 | 261 329 392 523 | 500 500 500 1000 |
How sweet the sound | E4 G4 A4 G4 E4 C4 | 329 392 440 392 329 261 | 500 500 500 500 500 1000 |
That saved a wretch like me | E4 G4 A4 G4 E4 C4 | 329 392 440 392 329 261 | 500 500 500 500 500 1000 |
I once was lost | G4 A4 C5 E4 | 392 440 523 329 | 500 500 500 1000 |
But now am found | C4 E4 G4 E4 | 261 329 392 329 | 500 500 500 1000 |
Was blind but now I see | G4 A4 C5 | 392 440 523 | 500 500 1000 |
Here’s how you put it all together:
use rodio::Source;
use std::{thread, time::Duration};
fn main() {
let device = rodio::default_output_device().expect("No audio output device available!");
// Frequencies of Amazing Grace in C Major
let frequencies = vec![
261, 329, 392, 523, // Amazing grace
329, 392, 440, 392, 329, 261, // How sweet the sound
329, 392, 440, 392, 329, 261, // That saved a wretch like me
392, 440, 523, 329, // I once was lost
261, 329, 392, 329, // But now am found
392, 440, 523 // Was blind but now I see
];
// Durations (ms) corresponding to each note
let durations = vec![
500, 500, 500, 1000,
500, 500, 500, 500, 500, 1000,
500, 500, 500, 500, 500, 1000,
500, 500, 500, 1000,
500, 500, 500, 1000,
500, 500, 1000
];
for (freq, dur_ms) in frequencies.iter().zip(durations.iter()) {
let source = rodio::source::SineWave::new(*freq)
.take_duration(Duration::from_millis(*dur_ms as u64))
.amplify(0.20);
rodio::play_raw(&device, source.convert_samples());
// Short pause between notes
thread::sleep(Duration::from_millis(*dur_ms + 100));
}
}
You’ve coded a feeling.
At this point, you’ve:
This is powerful.
This is what turning ideas into reality feels like.
This is how creators are made.
Task | Status |
---|---|
Full Amazing Grace melody mapped | ![]() |
Frequencies and durations implemented | ![]() |
Melody successfully played in Rust | ![]() |
Congratulations — you’ve fully coded Amazing Grace in Rust.
From inspiration → numbers → sound → reality.
Step 6: Rust Amazing Grace code tutorial: Fine-Tuning the Sound
You’ve now fully coded the entire melody of Amazing Grace in Rust.
You’ve proven you can turn pure thought into music.
But — as any true artist knows —
it’s not just about creating.
It’s about refining.
In this part of our Rust Amazing Grace code tutorial, we’ll make the sound more polished and beautiful.
Small tweaks will turn “basic” into “professional.”
Without fine-tuning, your melody can sound:
Tiny adjustments — in volume, pacing, and silence — can make the music breathe, making it feel human and emotional.
Just like in coding:
Clean output is the result of careful, thoughtful fine-tuning.
Here’s what we’ll improve:
Currently, every note plays at 20% of the full volume (amplify(0.20)
).
This is good, but you can try dynamically adjusting volume based on musical phrasing.
Example idea:
(For now, we can just slightly soften everything a bit more to make it gentler.)
.amplify(0.15) // instead of 0.20
Currently, after each note, we wait:
thread::sleep(Duration::from_millis(*dur_ms + 100));
100ms pause is good,
but for longer notes (like 1000ms notes), we can make the pause slightly longer.
Idea:
let pause = if *dur_ms > 700 { 300 } else { 100 };
thread::sleep(Duration::from_millis(*dur_ms + pause));
This makes the flow feel more natural.
If you want to make notes fade out softly instead of ending abruptly,
you could build a custom Source that fades the volume at the end of each note.
But to keep it simple now:
(e.g., lower amplify
overall.)
use rodio::Source;
use std::{thread, time::Duration};
fn main() {
let device = rodio::default_output_device().expect("No audio output device available!");
let frequencies = vec![
261, 329, 392, 523,
329, 392, 440, 392, 329, 261,
329, 392, 440, 392, 329, 261,
392, 440, 523, 329,
261, 329, 392, 329,
392, 440, 523
];
let durations = vec![
500, 500, 500, 1000,
500, 500, 500, 500, 500, 1000,
500, 500, 500, 500, 500, 1000,
500, 500, 500, 1000,
500, 500, 500, 1000,
500, 500, 1000
];
for (freq, dur_ms) in frequencies.iter().zip(durations.iter()) {
let source = rodio::source::SineWave::new(*freq)
.take_duration(Duration::from_millis(*dur_ms as u64))
.amplify(0.15); // Slightly softer for a smoother feel
rodio::play_raw(&device, source.convert_samples());
// Dynamic pause based on note length
let pause = if *dur_ms > 700 { 300 } else { 100 };
thread::sleep(Duration::from_millis(*dur_ms + pause));
}
}
It’s a subtle change — but it’s the kind of subtlety that turns a project from “cool” to “beautiful.”
Task | Status |
---|---|
Adjusted overall volume | ![]() |
Dynamic pauses between notes | ![]() |
Sound flow refined | ![]() |
Now, you haven’t just coded Amazing Grace —
You’ve crafted it.
Your melody now breathes like real music.
Step 7: Rust Amazing Grace code tutorial: Reflecting on What We Built
In this final part of the Rust Amazing Grace code tutorial,
we step back —
and look at what we’ve really done.
It’s not just about coding sound.
It’s not just about making music.
It’s about proving a truth:
If you act immediately on your ideas,
you will grow.
Think about where we started:
No waiting.
No second-guessing.
Just moving — thought into action, imagination into code, code into music.
You learned how to set up a Rust sound project.
You understood how sound is just pure math.
You broke down an entire melody into codeable units.
You built, refined, and played it.
You experienced the flow from thought → code → reality.
Most people lose their ideas.
They think: “I’ll remember it later.”
They plan. They prepare. They delay.
But true creators — real developers —
act immediately.
They catch the spark when it’s fresh.
They code when the feeling is alive.
They build while the dream is burning inside them.
Because thoughts decay.
Inspiration has a half-life.
The faster you move, the more you capture.
The more you capture, the faster you grow.
Through this small but beautiful project,
you’ve trained a priceless reflex:
See it → Code it.
Think it → Make it.
Hear it → Play it.
And every time you repeat this cycle,
you get closer to mastery.
Key Principle | Insight |
---|---|
Thinking is not enough. | Action is what transforms ideas. |
Acting fast captures inspiration. | Waiting kills momentum. |
Immediate coding builds real skill. | Coding directly from thought is the fastest way to grow. |
You didn’t just follow a tutorial.
You practiced a way of thinking — a way of creating — that will accelerate your journey forever.
From a single fleeting idea,
you built Amazing Grace with nothing but math, code, and determination.
Imagine what else you can build now.
Imagine how far you can go
if you simply keep chasing your ideas — immediately, relentlessly, fearlessly.
What will you code the next time a thought sparks in your mind?
Don’t wait.
Catch it.
Build it.
Make it real.
Because now you know how.
]]>
Before we dive in, we recommend checking out this article on building a dynamic map system in Rust to get a solid foundation.
Welcome to the beginning of our Rust text-based 2D game tutorial!
If you’ve ever dreamed of building your own retro-style RPG — something in the spirit of Ultima I, Rogue, or NetHack — you’re in the right place.
In this tutorial series, we’ll walk you through building a complete 2D text-based game in Rust — from scratch — using no external game engines, just raw logic and creativity.
In this first section, we’ll focus on one critical foundation:
building the game world.
Instead of sophisticated 3D graphics or complex engines, we’ll use a good old-fashioned 2D array — a simple grid of characters — to represent everything.
This approach mirrors how many early RPGs managed complex worlds with limited resources, and it’s a great way to practice core programming skills like data structures, loops, and logic.
Each tile in our game map will be a character (char
), and different characters will represent different types of terrain or entities:
.
→ Empty floor tile#
→ Wall*
→ Item (e.g., treasure or potion)M
→ Monster (enemy you can fight)@
→ The player (you!)The world itself will be a 2D vector in Rust (Vec<Vec<char>>
), where each element can be individually accessed and updated.
For now, we’ll start simple:
.
).Later, we’ll expand the world to include walls, monsters, items, and more.
But for now, just getting a map on the screen that you can actually see and interact with is our first milestone.
By the end of this step, you’ll have a simple world that feels alive — even if it’s just dots and symbols for now.
Remember: every great game starts with a humble beginning!
Let’s dive in and build our first version of the map!
Now that we have a basic world set up, it’s time to bring it to life by letting the player move around.
In this part of the Rust text-based 2D game tutorial, we’ll add input handling and basic player movement across the map.
Without movement, a game world is static — it’s just a painting, not an experience.
By allowing the player to move around, explore, and interact, we’re transforming our grid into something much more dynamic and immersive.
We’ll use simple text input to control the player.
Players will type one of four keys:
w
→ move up (north)s
→ move down (south)a
→ move left (west)d
→ move right (east)After each move, the game will re-render the map so the player can see the updated position.
To make this happen, we need to:
1. Capture user input:
We’ll use Rust’s std::io::stdin()
to read the player’s command each turn.
After getting the input, we trim it and match it against possible moves.
2. Update the map:
Before moving, we’ll clear the player’s previous position (set it back to a floor tile .
).
After moving, we’ll place the player symbol @
at the new position.
3. Boundary checking:
We must ensure the player can’t move outside the map edges (no teleporting off the grid!).
If the player tries to move past the boundary, we’ll simply block the move and optionally print a warning like:
“You cannot move there!”
4. Redraw the world:
After every move — valid or invalid — the entire map will be printed again so the player always knows where they are.
Here’s a sneak peek of what our movement code will involve:
// (simplified idea)
match input {
"w" if player_y > 0 => player_y -= 1,
"s" if player_y < HEIGHT - 1 => player_y += 1,
"a" if player_x > 0 => player_x -= 1,
"d" if player_x < WIDTH - 1 => player_x += 1,
_ => println!("You can't move that way!"),
}
Pretty simple — but when combined with map updating and redrawing, it creates the feeling of real movement through the world.
With basic movement in place, our game will finally feel alive.
Soon, the player won’t just be wandering an empty map — monsters will spawn, treasures will await, and real adventures will begin!
Ready to start coding player movement?
Let’s dive into the next part of our Rust text-based 2D game tutorial!
Now that the player can move freely around the map, it’s time to make the world feel a bit more realistic — and a lot more interesting.
In this part of the Rust text-based 2D game tutorial, we’ll introduce walls to the game world and implement collision detection to prevent players from walking through solid objects.
Without walls, exploration has no meaning — it’s just endless open space.
Walls give structure to our world, create challenges for navigation, and lay the foundation for designing dungeons, cities, and landscapes.
In our text-based map, a wall will simply be another character: #
.
.
#
@
M
, items *
) will come soon.Walls are impassable. If a player tries to move into a wall, the game will block the move and inform them.
1. Add walls to the map:
When we initialize the map, we’ll insert some #
tiles manually to form a basic structure, like borders or simple obstacles.
2. Modify movement logic:
Before allowing the player to move, we’ll check if the destination tile is a wall.
If it is, the move will be canceled.
3. Improve user feedback:
If the player tries to walk into a wall, we’ll display a simple message like:
“You bump into a wall!”
When setting up the map, we can manually create a border of walls around the edges:
// Set top and bottom borders
for x in 0..WIDTH {
map[0][x] = '#';
map[HEIGHT - 1][x] = '#';
}
// Set left and right borders
for y in 0..HEIGHT {
map[y][0] = '#';
map[y][WIDTH - 1] = '#';
}
This way, the outer frame of the map will be made of solid walls.
We can also sprinkle a few random walls inside the map manually or programmatically later,
to create small mazes or obstacles.
Before updating the player’s position, we need to check the destination tile:
let (new_x, new_y) = match input {
"w" => (player_x, player_y.saturating_sub(1)),
"s" => (player_x, player_y + 1),
"a" => (player_x.saturating_sub(1), player_y),
"d" => (player_x + 1, player_y),
_ => {
println!("Invalid input!");
(player_x, player_y)
}
};
// Only move if the destination is not a wall
if map[new_y][new_x] != '#' {
map[player_y][player_x] = '.';
player_x = new_x;
player_y = new_y;
map[player_y][player_x] = '@';
} else {
println!("You bump into a wall!");
}
Notice how we:
(new_x, new_y)
is a wall.This simple logic prevents the player from walking through walls and makes navigation more meaningful.
With walls in place, the world feels more alive and tactical.
Movement becomes more strategic — you can’t just wander anywhere anymore.
The player must think, navigate, and find paths through the obstacles.
Walls are just the beginning of shaping a truly adventurous world.
Up next, we’ll make the world even more exciting by adding items to collect and monsters to fight!
Now that we have a world the player can explore — complete with solid walls and open floors — it’s time to breathe even more life into it.
In this part of the Rust text-based 2D game tutorial, we’ll add items for the player to collect and monsters to encounter.
A world without rewards or risks is boring.
Items give players a reason to explore, and monsters give players a reason to be cautious.
By adding both, we turn our simple grid into a real adventure!
We’ll represent them with different characters:
*
→ An item (like a potion, treasure, or equipment)M
→ A monster (enemy that can harm the player)Both items and monsters will be randomly placed on the map at the start of the game.
When the player moves onto a tile containing an item or monster, something special will happen.
1. Spawning items and monsters:
We’ll randomly pick empty floor tiles (.
) and place a *
or an M
there during map setup.
2. Detecting interactions:
When the player moves, we’ll check what’s on the destination tile.
*
), the player picks it up.M
), a simple battle happens.3. Updating the map:
After picking up an item or defeating a monster, the tile will revert back to a floor tile (.
).
When creating the map, after walls are placed:
use rand::Rng;
let mut rng = rand::thread_rng();
// Place 5 items
for _ in 0..5 {
loop {
let x = rng.gen_range(1..WIDTH-1);
let y = rng.gen_range(1..HEIGHT-1);
if map[y][x] == '.' {
map[y][x] = '*';
break;
}
}
}
// Place 3 monsters
for _ in 0..3 {
loop {
let x = rng.gen_range(1..WIDTH-1);
let y = rng.gen_range(1..HEIGHT-1);
if map[y][x] == '.' {
map[y][x] = 'M';
break;
}
}
}
This will randomly scatter five items and three monsters around the world.
When the player moves, after deciding on the destination tile:
match map[new_y][new_x] {
'*' => {
println!("You found an item!");
map[new_y][new_x] = '.';
},
'M' => {
println!("A monster attacks you!");
// (We’ll add a simple combat system in the next section.)
map[new_y][new_x] = '.';
},
'#' => {
println!("You bump into a wall!");
return; // Cancel the move
},
_ => {
// Move normally
}
}
Notice how:
Later, we’ll expand the monster encounter into real battles with HP loss!
Now, the world isn’t just something to move through — it’s something to interact with.
The player has reasons to go places: rewards to earn, dangers to avoid, and challenges to overcome.
Our Rust text-based 2D game tutorial is quickly turning into a real mini-RPG!
Next, we’ll focus on turning those monster encounters into meaningful battles that test the player’s strength.
Up until now in our Rust text-based 2D game tutorial, encountering a monster simply triggered a message and the monster disappeared.
But that’s not very exciting, is it?
In this section, we’re going to add a basic combat system to our game.
The player will have health points (HP), and fighting monsters will reduce those HP.
If the player’s HP drops to zero, it’s game over!
Introducing combat is crucial because it brings real stakes into the game.
Players must think carefully about where they go and whether they are ready to face dangers ahead.
At this stage, we’ll keep the combat simple:
Later, you can expand this into more complex systems with attack rolls, defense stats, special abilities, and more — but for now, simplicity is key.
1. Track Player HP:
We’ll introduce a player_hp
variable at the start of the game.
2. Update Monster Encounters:
Instead of just printing “A monster attacks!”, we’ll subtract health points.
3. Check for Defeat:
After taking damage, if HP is 0 or less, we’ll end the game and print a defeat message.
At the start of your main()
function:
rust복사편집let mut player_hp = 10;
During movement/interaction:
rust복사편집match map[new_y][new_x] {
'*' => {
println!("You found an item!");
map[new_y][new_x] = '.';
},
'M' => {
println!("A monster attacks you!");
player_hp -= 2;
println!("You took 2 damage! Current HP: {}", player_hp);
map[new_y][new_x] = '.';
if player_hp <= 0 {
println!("You have been defeated by the monsters...");
println!("Game Over!");
return;
}
},
'#' => {
println!("You bump into a wall!");
return;
},
_ => {
// Move normally
}
}
Now, every time the player bumps into a monster:
We can make the game a little more forgiving by allowing items (*
) to restore some HP:
'*' => {
println!("You found a healing potion!");
player_hp += 2;
if player_hp > 10 { player_hp = 10; } // Max HP cap
println!("You recovered 2 HP! Current HP: {}", player_hp);
map[new_y][new_x] = '.';
}
This makes exploration more strategic:
With combat in place, the world feels truly alive — and deadly.
Now, every step the player takes is a decision between life and death.
And that’s exactly what makes a real RPG thrilling!
Our Rust text-based 2D game tutorial is almost ready to add the final layers:
victory conditions, new features, and polish.
Now that we have movement, walls, items, monsters, and combat,
our game finally feels alive — but how does it end?
Without a clear goal, the player could wander forever without any sense of completion.
In this part of the Rust text-based 2D game tutorial,
we will define victory and defeat conditions —
rules that determine when the game is won or lost.
Clear goals make the gameplay satisfying.
Players need a reason to explore, fight, and survive —
and they deserve a moment of triumph when they succeed!
Victory Condition:
*
) on the map.Defeat Condition:
We already handled defeat in the previous section.
Now we’ll implement victory checking after every move!
1. Track Remaining Items:
We’ll count the number of items left on the map after each move.
2. Check for Victory:
If there are no more *
symbols left on the map, the player wins!
After processing player movement and interactions:
// Count remaining items
let mut items_left = 0;
for row in &map {
for &tile in row {
if tile == '*' {
items_left += 1;
}
}
}
if items_left == 0 {
println!("You have collected all the treasures!");
println!("Victory is yours! Congratulations!");
return;
}
Very simple:
*
remains, the player has won.We can place this check at the end of the movement turn,
right after redrawing the map and handling combat.
To make the endgame feel even more satisfying, you could:
But for now, a clear “Victory!” message is more than enough!
At this point, our game finally has all the essential elements:
Our Rust text-based 2D game tutorial has taken us from an empty grid
to a fully functional miniature RPG adventure — all using nothing but plain text and pure Rust!
Congratulations — if you’ve followed along so far, you’ve built a fully playable Rust text-based 2D game!
But why stop here?
In this final part of the Rust text-based 2D game tutorial, we’ll explore how to expand and enrich your game with new features.
These ideas can turn your simple prototype into a much deeper, more exciting adventure — maybe even the start of your own mini Ultima or NetHack clone!
Here are some powerful and achievable upgrades you can add:
Right now, fighting monsters just reduces your HP.
Let’s make it rewarding by giving the player XP for each defeated monster.
You could even show messages like:
“You leveled up! Your max HP increased!”
This gives players a strong sense of progression as they survive longer.
Not all monsters have to be the same.
You can easily create variety by introducing:
Use different letters (M
, B
, D
for dragon?) to represent them!
Each monster type could have:
Give the player new powers!
For example:
Spells could cost a new resource like mana points (MP),
adding another layer of decision-making and resource management.
Scatter gold coins on the map alongside monsters and items.
Later, players can find shops where they can:
You could even represent shops with a special tile like $
on the map!
Right now you only have a single 20×10 map.
But you can create multiple maps, representing different floors of a dungeon or areas of a kingdom.
After collecting all items or defeating all monsters on a map,
the player could “descend” to the next level, each harder than the last.
Each level could have:
Saving the player’s progress would make the game feel more real and professional.
You can serialize game state (player position, HP, map layout) to a simple text file.
Later, the player can load their adventure and continue where they left off!
By attempting any of these expansions, you’ll practice and master important Rust and game development skills:
You’ll also improve your ability to think like a real game developer —
breaking down big ideas into manageable, fun features.
You started with a simple 2D map.
Now you have the tools to build an entire world.
This project might have begun as a basic Rust text-based 2D game tutorial,
but it can easily grow into your first complete RPG,
handcrafted by you, powered by the safety and speed of Rust.
The adventure is only just beginning.
Now, it’s your turn to expand, create, and imagine!
Good luck, adventurer!
use std::io;
use rand::Rng;
// Map size
const WIDTH: usize = 20;
const HEIGHT: usize = 10;
fn main() {
// Initialize the map filled with floor tiles
let mut map = vec![vec!['.'; WIDTH]; HEIGHT];
let mut rng = rand::thread_rng();
// Player's starting position and health
let mut player_x = 1;
let mut player_y = 1;
let mut player_hp = 10;
// Create wall borders
for x in 0..WIDTH {
map[0][x] = '#';
map[HEIGHT - 1][x] = '#';
}
for y in 0..HEIGHT {
map[y][0] = '#';
map[y][WIDTH - 1] = '#';
}
// Randomly place items
for _ in 0..5 {
loop {
let x = rng.gen_range(1..WIDTH - 1);
let y = rng.gen_range(1..HEIGHT - 1);
if map[y][x] == '.' {
map[y][x] = '*';
break;
}
}
}
// Randomly place monsters
for _ in 0..3 {
loop {
let x = rng.gen_range(1..WIDTH - 1);
let y = rng.gen_range(1..HEIGHT - 1);
if map[y][x] == '.' {
map[y][x] = 'M';
break;
}
}
}
// Place the player on the map
map[player_y][player_x] = '@';
loop {
print_map(&map, player_hp);
println!("Move (w/a/s/d): ");
let mut input = String::new();
io::stdin().read_line(&mut input).unwrap();
let input = input.trim();
let (mut new_x, mut new_y) = (player_x, player_y);
// Determine new position based on input
match input {
"w" => new_y = player_y.saturating_sub(1),
"s" => new_y = player_y + 1,
"a" => new_x = player_x.saturating_sub(1),
"d" => new_x = player_x + 1,
_ => {
println!("Invalid input!");
continue;
}
}
// Check for wall collision
if map[new_y][new_x] == '#' {
println!("You bump into a wall!");
continue;
}
// Handle interactions based on destination tile
match map[new_y][new_x] {
'*' => {
println!("You found a healing potion!");
player_hp += 2;
if player_hp > 10 {
player_hp = 10;
}
println!("You recovered 2 HP! Current HP: {}", player_hp);
}
'M' => {
println!("A monster attacks you!");
player_hp = player_hp.saturating_sub(2);
println!("You took 2 damage! Current HP: {}", player_hp);
if player_hp == 0 {
println!("You have been defeated by the monsters...");
println!("Game Over!");
return;
}
}
_ => {}
}
// Update the map with the player's new position
map[player_y][player_x] = '.';
player_x = new_x;
player_y = new_y;
map[player_y][player_x] = '@';
// Check for victory condition (no items left)
let mut items_left = 0;
for row in &map {
for &tile in row {
if tile == '*' {
items_left += 1;
}
}
}
if items_left == 0 {
println!("You have collected all the treasures!");
println!("Victory is yours! Congratulations!");
return;
}
}
}
// Function to print the current state of the map and player HP
fn print_map(map: &Vec<Vec<char>>, player_hp: usize) {
println!();
println!("Player HP: {}", player_hp);
for row in map {
for &cell in row {
print!("{}", cell);
}
println!();
}
println!();
}
rand
Crate Documentationrand
crate, used to generate random numbers in Rust.To be completely honest, I’m not a fan of Python backward compatibility.
That might sound dramatic, but after spending countless hours debugging code that used to work just fine — only to find out it broke due to a seemingly minor version change — I’ve developed a bit of a grudge.
There’s nothing quite like pulling a snippet from an official-looking tutorial or GitHub repo, running it, and watching it fail for reasons that aren’t obvious. Then comes the rabbit hole: StackOverflow threads, changelogs, version checks, and finally the realization — “Oh, this worked in Python 3.7, but I’m on 3.10.”
Python markets itself as beginner-friendly and developer-centric. And in many ways, it absolutely is.
But backward compatibility? Not so much.
It’s like walking across a familiar room in the dark, only to stub your toe on a piece of furniture someone moved without telling you.
Despite my personal frustrations, Python backward compatibility is more than just a nuisance — it’s a vital (and complex) part of the language’s evolution.
The Python community intentionally prioritizes progress over absolute backward safety. Unlike some languages that try never to break things (and become bloated as a result), Python takes the opposite stance: “If it’s bad design, let’s fix it — even if it breaks things.”
That mindset has kept Python clean, modern, and expressive — but at a cost.
If you’ve ever:
You’ve lived through the chaos that poor backward compatibility can cause.
And while some embrace Python’s fluidity, others — like me — approach every version upgrade with a healthy dose of anxiety.
Python is constantly improving — and I love that.
New syntax, cleaner APIs, better performance — all good things. But every time I hear “Python 3.X is out!”, a part of me winces. Because with every step forward, I’ve learned to expect at least two steps backward in compatibility.
Let’s face it: you can’t evolve a language for 30+ years without breaking a few things.
The tricky part is that Python doesn’t try to avoid breaking things — it embraces it.
Take Python 3’s release, for example:
print
became a function — cleaner, yes, but broke almost every 2.x script.Each of these changes was justified. Each of them made the language better.
But they all came at a cost: backward compatibility suffered.
Python’s “Zen” says it best: “There should be one– and preferably only one –obvious way to do it.”
To get there, sometimes the old ways have to go. This means:
While this improves the language for newcomers and future development, it often feels like the past is being erased — and anyone maintaining older code is left to pick up the pieces.
To be fair, Python isn’t the only language that faces this.
JavaScript went through similar chaos moving from ES5 to ES6. Even Java, known for being ultra-stable, has deprecated APIs that frustrate enterprise developers.
But here’s the difference: Python changes fast. And its community encourages those changes.
This agility is part of what makes Python modern — but it also makes version fragmentation a constant headache.
Version evolution is necessary — even exciting.
But for developers, every upgrade requires caution. Every change in version means asking:
In a world where codebases age in dog years, Python backward compatibility isn’t just a technical issue — it’s a survival strategy.
One of the more deceptive aspects of Python is how easy it seems — until it isn’t.
You find a solution on Stack Overflow, copy a few lines of code, and run it with confidence. And then — boom — AttributeError
, ImportError
, or worse, the code runs but produces a subtly wrong result. That’s when you realize: you’re not just dealing with Python — you’re dealing with Python and its version-specific behavior.
This is one of the most underappreciated dangers of Python backward compatibility: even core modules in the standard library evolve over time, and those changes can silently impact your code.
asyncio
— Same Name, New BehaviorTake asyncio
, Python’s asynchronous I/O library. Between Python 3.6 and 3.10, the way you run an event loop changed significantly.
In Python 3.6:
python복사loop = asyncio.get_event_loop()
loop.run_until_complete(my_coroutine())
In Python 3.7+:
python복사asyncio.run(my_coroutine())
If you’re following a modern tutorial while stuck on an older Python version, that innocent line of code (asyncio.run
) simply doesn’t exist. No warnings. Just an AttributeError
.
Now imagine a junior developer trying to learn async programming and hitting this wall on day one.
That’s not just frustrating — it’s discouraging.
typing
and the Moving Target of Type HintsPython’s type hinting ecosystem is another example of backward compatibility pain.
The typing
module has evolved aggressively:
TypedDict
, Literal
, Final
, and others were introduced gradually across versions 3.5 to 3.10.typing_extensions
.What does that mean in practice?
A library using modern type hints may not install correctly (or even parse) in slightly older environments.
Developers building tooling around type checking must constantly check version constraints and provide fallbacks.
Python often introduces changes with a grace period — functions are marked as “deprecated,” and only later removed entirely. But even during that transition:
The collections
module offers a great example. In Python 3.10:
python복사from collections import MutableMapping # Deprecated
In Python 3.10+, you should use:
python복사from collections.abc import MutableMapping
That’s a small change — but for automated tools, static analyzers, and cross-version scripts, it adds up. Multiply this by dozens of such changes, and suddenly you’re managing a compatibility matrix you never asked for.
What makes these risks so hard to manage is that they don’t always result in fatal errors.
Sometimes the code:
These “almost working” scenarios are often worse than total failures — because they erode trust. Developers start to second-guess every module import, every syntax pattern, every third-party dependency.
It becomes mentally exhausting to wonder: Is this a bug in my code — or just Python being Python across versions?
Python’s standard library is one of its greatest strengths — but it’s also a moving target.
If you’re building tools, libraries, or services that need to survive across multiple Python versions, you need to actively track these changes, test across versions, and sometimes even maintain compatibility layers yourself.
In theory, backward compatibility should protect you from this. In practice, Python backward compatibility doesn’t always extend to behavior or module-level details.
The language itself is stable enough. But the ecosystem is fluid, and that’s where most real-world breakage happens.
If you’ve ever screamed at a CI pipeline, stared blankly at a Docker log, or wondered why your teammate’s machine runs the exact same script without a hitch — you’ve likely felt the sting of Python backward compatibility in the wild.
And let’s be honest: these issues don’t happen in toy projects.
They strike at the heart of real software — production APIs, ML pipelines, internal tools, deployment scripts.
And they never show up at a convenient time.
It starts innocently.
You’re developing on Python 3.9, but your production server is still running 3.7. You finish your feature, everything works locally, CI passes… then deployment happens. Boom. SyntaxError
.
Why? You used:
python복사def greet(name: str | None) -> str:
The PEP 604 syntax for str | None
only works in Python 3.10+.
On your machine: fine. On prod: crash.
This is perhaps the most insidious form of backward compatibility failure: invisible local success → remote disaster.
Let’s say you depend on:
requests==2.31.0
pandas==2.1.0
boto3
All of them work — individually. But pandas
now requires Python 3.9+, and your production base image uses Python 3.7.
Now you’re trapped:
You’ve now entered the world of dependency paralysis, and Python backward compatibility just became a full-blown architectural problem.
You write unit tests. They pass locally.
They pass in CI.
They pass in staging.
But one user reports a crash. Another sees incorrect output. The third? Silent failure.
Turns out the bug only triggers in Python 3.8 on Windows, when a particular optional dependency isn’t installed. Your test matrix? It only covered Linux + 3.10.
This is where Python backward compatibility bites hard — because it’s not just about syntax, it’s about:
Most teams carry some technical debt — that one internal CLI tool written in 2017, or the dusty ETL script that somehow still runs every night.
And guess what? That code:
collections.MutableMapping
imp
instead of importlib
Now your team wants to upgrade to Python 3.11. Good luck.
Suddenly, you’re not writing features anymore — you’re doing archaeological compatibility refactoring, just to keep things from falling apart.
These aren’t beginner problems. These are senior-dev-on-a-deadline-trying-to-push-to-prod problems.
What makes them so painful is their unpredictability. One team might go years without a problem — then a single system update unearths a compatibility landmine. And in large orgs, with multiple Python versions in use across microservices, automation, data pipelines… it becomes unmanageable fast.
Python’s flexibility is a gift — but backward compatibility is where that flexibility turns into fragility.
There’s no silver bullet. But if you accept that Python backward compatibility is always a factor, you can prepare for it:
tox
, pyenv
, and CI matricesBecause in the real world, “works on my machine” isn’t enough — not when Python keeps changing the rules behind the scenes.
So far, we’ve ranted.
We’ve debugged.
We’ve suffered.
But now it’s time to ask the harder question:
What if breaking Python backward compatibility… is actually a good thing?
I know — it feels wrong even saying it out loud. But there’s a reason Python occasionally throws backward compatibility out the window. And in many cases, it’s not just justified — it’s absolutely necessary.
The answer is simple: bad code has to die.
Not your code, of course. But old, inconsistent, confusing patterns that have lingered for years — because nobody wanted to clean them up.
Python, to its credit, has a clear philosophy. The Zen of Python doesn’t say “never change.”
It says: “Now is better than never. Although never is often better than right now.”
Translation? “Let’s fix it… but let’s do it with care.”
Sometimes, fixing a language means pulling weeds — even if it means your garden looks messy for a while.
Here are just a few controversial compatibility breaks that, in hindsight, improved the language:
print
as a function (Python 3)python복사# Old (2.x)
print "Hello"
# New (3.x)
print("Hello")
Why it was worth it:
Python 2’s string model was a global mess.
Python 3 made str
unicode by default — a massive change, but essential for global applications.
python복사# Python 2
5 / 2 # → 2
# Python 3
5 / 2 # → 2.5
Was it painful? Yes.
Was it mathematically correct? Also yes.
Each of these changes broke thousands of scripts. But they also cleaned up core inconsistencies and set Python on a better path.
Let’s imagine the alternative.
What if Python kept every odd behavior just to maintain compatibility?
Eventually, the language would become bloated, brittle, and incoherent — a museum of bad decisions, preserved for fear of breaking someone’s code.
In other words: backward compatibility at all costs leads to stagnation.
Python does break compatibility — but it rarely breaks trust. Here’s how:
2to3
and pyupgrade
help automate migrationPython’s goal isn’t chaos — it’s clarity. And sometimes, clarity demands a reset.
It’s easy to complain about changes — especially when they break your code.
But Python’s willingness to evolve is part of what keeps it relevant.
As a developer, the key isn’t to fight every change. It’s to:
After all, if we demand that Python never break anything…
We might end up with a language that’s safe, but stuck in the past.
Yes, backward compatibility is important.
But no, it shouldn’t be sacred.
Sometimes breaking things is how Python gets better — even if it means a little short-term pain.
And honestly? I respect that.
For a language that breaks things as often as Python, you’d think it would feel more… chaotic.
But strangely, it doesn’t.
And that’s because Python backward compatibility isn’t broken randomly — it’s managed. Carefully. Transparently. Sometimes frustratingly slowly. But it’s managed.
At the heart of that process is one thing: PEPs — Python Enhancement Proposals.
A PEP is a formal document that proposes a change to Python. It can be about:
match
statements? → PEP 634)dataclasses
? → PEP 557)asyncio.Task.all_tasks()
? → PEP 585 follow-up)And every single meaningful change to Python — especially those that break backward compatibility — goes through this process.
PEPs are like the changelogs of Python’s soul.
Before anything is removed, Python tries to give you a heads-up. That’s where deprecation comes in.
When something is deprecated:
This gives developers time to adapt, tools to scan their code, and enough lead time to plan upgrades.
For example, collections.MutableMapping
was used everywhere — until Python 3.10 deprecated it in favor of collections.abc
. It wasn’t removed right away.
Instead, it was part of a multi-year transition. That’s empathy.
Python doesn’t just rely on humans reading PEPs. It also provides tools and patterns that help you:
warnings
module → catch deprecation notices in runtimetox
, nox
→ test your code across multiple Python versionspyupgrade
, 2to3
, modernize
→ auto-refactor code for newer versionsThese tools form a kind of compatibility safety net, ensuring that you’re never totally caught off guard.
The result of all this structure?
Even when Python breaks backward compatibility, it rarely feels like betrayal.
That’s because:
Sure, it’s still annoying. But it’s also honest. Transparent change is easier to accept — even if it stings.
Contrast that with ecosystems where things break without warning, or where new versions are pushed silently with breaking changes buried in a blog post.
Python, by comparison, is practically gentle.
Maintaining full backward compatibility forever would paralyze the language.
Breaking everything all the time would alienate the community.
So Python walks a tightrope — and the PEP + deprecation + tooling process is how it balances.
It’s not perfect. But it’s a hell of a lot better than chaos.
Python doesn’t break your code out of spite.
It breaks it because it’s trying to get better — and it tells you how, when, and why.
Between PEPs, deprecation warnings, and powerful tooling, Python backward compatibility is not just managed — it’s governed.
That might not make the breakages feel good…
But it does make them fair.
Let’s face it — you can’t stop Python from changing.
But you can prepare for it.
If you’ve ever had a production system crash, a CI pipeline implode, or your laptop scream at a SyntaxError
because of a version mismatch, this section is for you.
Here are the battle-tested, caffeine-fueled survival strategies I’ve learned (often the hard way) for dealing with Python backward compatibility issues — without losing your sanity.
Let’s start with the basics.
Never — and I mean never — leave your requirements.txt
looking like this:
nginx복사flask
numpy
pandas
Why? Because if you install these tomorrow, or on another machine, you’re not getting the same environment — you’re getting whatever the latest versions are today. And that might mean:
What to do instead:
pip freeze
to lock exact versionsrequirements.txt
or pyproject.toml
to source controlpip-tools
, poetry
, or pipenv
for dependency managementPinned dependencies = predictable behavior. Simple as that.
It’s easy to write code that works on your version of Python.
The challenge? Making sure it works on the versions your users or teammates have.
Use tools like:
tox
– test your code in isolated environments with different Python versions3.7
, 3.8
, 3.9
, 3.10
, 3.11
It might feel like overkill, but I promise — the day someone runs your CLI tool in Python 3.7 and it explodes, you’ll wish you had a test matrix.
Python is polite. It warns you when something is going away.
But if your test runner suppresses warnings — or you ignore them — you’re walking into a trap.
What to do:
-Wd
to surface all warningspytest
‘s --strict-markers
and warning filtersThink of warnings as Python saying:
“Hey… I’m changing this. You might wanna fix that.”
Python has an amazing ecosystem of helpers for bridging versions:
six
– for writing Python 2/3 compatible code (less common now, but still useful in legacy projects)typing_extensions
– backports of modern type features to older Python versionsdataclasses
backport – for pre-3.7 environmentsfuture
, __future__
– enable newer syntax in older versionsAnd don’t be afraid to use version checks in your code:
python복사import sys
if sys.version_info < (3, 8):
# fallback logic
else:
# use modern API
It’s not “clean,” but neither is broken software.
Because sometimes, it does.
Don’t develop in your system Python. Use:
virtualenv
or venv
conda
if you’re in data science landpyenv
to install and switch between multiple Python versionsEach project gets its own isolated environment. No overlap. No weird conflicts.
Just peace of mind.
When writing new code:
If you maintain open source, support at least two Python versions if you can.
If you’re in a company? Push for language version alignment across teams.
You’re not done once it “works.” Stay proactive:
safety
or bandit
to check for insecure/outdated packagesTreat compatibility like you would security — not something to “fix later,” but something to manage continuously.
Python backward compatibility issues will happen.
But if you plan for them, test for them, and isolate your environments, they don’t have to become disasters.
The truth is, being a Python developer today means being a compatibility manager, too.
It’s not glamorous — but it’s what keeps your software alive.
8. Looking Beyond: How Python’s Compatibility Pains Are Fueling the Rise of New Languages Like Mojo
After years of navigating Python’s growing ecosystem — along with the inevitable challenges of backward compatibility — a natural question arises:
Is it time to try something new?
Python is incredibly powerful, but it’s also been around for decades. And with that history comes legacy. While we love its flexibility, friendliness, and libraries, many developers are starting to wonder:
Can we have Python’s strengths without its limitations?
One of the most compelling answers right now is Mojo — a new language that blends the feel of Python with the performance of systems programming.
Mojo is a next-generation programming language built by the team at Modular. It aims to combine:
It’s designed from the ground up to solve the problems Python was never meant to tackle — especially in AI, data-intensive workloads, and systems-level programming — without carrying decades of legacy baggage.
And perhaps most appealing of all?
You can use Python libraries in Mojo, and write high-performance code using a language that looks and feels familiar.
If you’re curious and ready to give Mojo a spin, I’ve written a complete hands-on guide for setting up Mojo on Windows:
Set Up a Mojo Development Environment on Windows
In that article, you’ll learn:
This will give you everything you need to start exploring Mojo in your own projects — especially if you’re coming from a Python background.
If you’d like to dive directly into the source, examples, and latest updates, you can check out the official Mojo GitHub repository here:
Mojo GitHub – github.com/modularml/mojo
There, you’ll find:
Python isn’t going away — nor should it.
But the rise of Mojo signals something deeper: developers want evolution without the baggage.
Where Python gave us flexibility, Mojo offers performance.
Where Python gave us reach, Mojo adds precision.
Maybe it’s not about replacing Python — maybe it’s about expanding what’s possible with a Pythonic mindset.
If Python backward compatibility has ever made you hesitate, maybe it’s time to explore the next step — not to abandon what works, but to build on it with something stronger.
]]>When you’re just starting to build your python development environment on Windows, it might seem tempting to go the minimalist route—write your code in Notepad, run it in Command Prompt, and call it a day. And yes, this approach does work. But the moment your code grows beyond just printing “Hello, World!”, you’ll start to run into limitations that slow you down or worse—frustrate you enough to give up.
This is where using a proper Integrated Development Environment (IDE) like PyCharm Community Edition comes in.
An IDE isn’t just a text editor. It’s a complete toolkit that understands your code. It provides:
python file.py
manually.These features aren’t just luxuries—they dramatically boost productivity and help you learn Python the right way.
If you’re using a plain text editor like Notepad or even Notepad++, you’re missing out on all of the above. Here’s what you’ll need to do manually:
python your_file.py
every time you want to run a script.print()
statements to debug (which often leaves a mess in your code).That might be fine for a one-off script. But if you’re planning to write real, structured code, you’ll find yourself stuck in slow-motion development.
JetBrains’ PyCharm Community Edition is 100% free and specially designed for Python development. It supports:
And the best part? It runs smoothly on Windows, and you can get started in just a few minutes.
Whether you’re learning Python for automation, web development, data science, or game development, setting up your python development environment on Windows with PyCharm will give you the best possible start.
Before you can start writing Python code inside PyCharm—or any IDE for that matter—you need to install Python itself on your Windows system. It’s the foundation of your entire python development environment on Windows, and thankfully, installing it is quick and beginner-friendly.
This is the most important step!
During installation, you’ll see a checkbox at the bottom labeled:
Add Python 3.x to PATH
Make sure this is checked.
If you skip this, you may run into issues where your system doesn’t recognize Python commands in the terminal or PyCharm.
Then, click Install Now.
Once the installation is complete, open Command Prompt (CMD) and type:
python --version
You should see something like:
Python 3.12.1
If this appears, Python is correctly installed and recognized in your system’s PATH.
You can also test by typing:
python
Then typing:
print("Python is working!")
Press Enter
, and you should see:
Python is working!
Exit the Python prompt by typing:
exit()
Some tools offer “all-in-one” installs where Python is bundled with the IDE (like Anaconda or older PyCharm Professional setups). However, installing Python separately and explicitly ensures:
This approach sets you up with a clean, flexible, and scalable python development environment on Windows.
If you’ve just installed Python and are ready to start coding, now comes one of the most important decisions in your journey: choosing the right development environment. While it’s technically possible to write Python code in Notepad and run it in Command Prompt, that workflow is clunky, error-prone, and extremely inefficient—especially for beginners.
That’s where an Integrated Development Environment (IDE) like PyCharm Community Edition becomes a game-changer. Not only is it fully-featured and intuitive, but it’s also free to use and specifically optimized for Python. In this guide, you’ll learn how to download, install, and set up PyCharm on your Windows PC as part of your overall python development environment windows setup.
To get started, visit the official JetBrains PyCharm download page:
Download PyCharm Community Edition
Once you arrive at the page, you’ll see two download options:
For now, the Community Edition is exactly what you need. It includes everything you’ll need for learning Python, including intelligent code completion, refactoring tools, project navigation, and even an integrated debugger.
Click on the Download button under the “Community” section. The installer will begin downloading immediately, and depending on your internet speed, it should only take a minute or two.
Once the installer has finished downloading, double-click it to start the setup wizard. Here’s how to proceed:
You’ll be greeted with a friendly welcome screen. Just click Next.
By default, PyCharm will suggest a folder inside C:\Program Files\JetBrains
. You can change it, but it’s usually best to leave it as is. Click Next to continue.
Here you’ll see some optional tasks you can check before installation:
pycharm
.These are helpful for convenience, and we recommend enabling all of them.
You can name the folder where shortcuts will be stored in the Start Menu. The default value is “JetBrains.” You can leave it unchanged or customize it.
Click Install and sit back. The process usually takes 1–3 minutes.
After installation, make sure the checkbox “Run PyCharm Community Edition” is selected, then click Finish.
When PyCharm starts for the first time, it will ask if you want to import previous settings. If you’ve never used PyCharm before, select:
Do not import settings
Click OK to continue.
You’ll now be prompted to choose a theme for your IDE:
Pick your preference and proceed.
PyCharm will suggest a few optional plugins, like:
You can either install them now or skip and install them later from Settings > Plugins.
Click “Start Using PyCharm” to finalize setup.
Now that you’ve installed and launched PyCharm, let’s talk about why it’s a perfect fit for your python development environment on Windows:
PyCharm isn’t a general-purpose editor. It’s designed specifically for Python development. That means the features you get—like code suggestions, real-time error checking, and debugging tools—are all tailored for Python syntax and logic.
PyCharm includes a terminal, version control system (Git), test runner, debugger, and package manager—all inside the IDE. You don’t need to switch between windows or install extra tools.
Even though PyCharm is a powerful IDE used by professionals, its Community Edition is extremely beginner-friendly. Features like autocomplete, error hints, and project templates help you focus on learning rather than getting lost in setup details.
JetBrains is one of the most trusted names in the developer tool space. They constantly update PyCharm to support the latest Python versions, libraries, and performance improvements.
Yes, forever free. The Community Edition is open-source and completely free to use for personal and commercial Python development.
Installing PyCharm Community Edition is a critical step toward building a productive and frustration-free python development environment on Windows. With a powerful set of features, zero cost, and smooth integration with Python, PyCharm helps you learn faster and build better software from Day 1.
If you haven’t done it yet, download PyCharm here and get started today.
Now that you’ve installed both Python and PyCharm Community Edition, it’s time to create your very first Python project. This step is where the real magic begins—where your python development environment windows setup transforms from a bunch of installations into a space where you can actually write and run code.
Even if you’ve never touched code before, PyCharm makes project creation incredibly intuitive. Let’s walk through the process step-by-step.
When you open PyCharm, you’ll see a welcome screen with a few options:
Click on New Project to begin.
In the “New Project” window, you’ll be asked to choose the location where your project folder will be saved. You can stick with the default (usually something like C:\Users\YourName\PycharmProjects
) or choose your own path.
Give your project a meaningful name, like:
my_first_python_project
This folder will contain all the files related to your Python app.
Here’s where PyCharm really shines.
Under the “Python Interpreter” section:
Python 3.12
).PyCharm will automatically create a clean environment for your project, ensuring that any packages you install won’t interfere with system-wide settings.
If this section is already filled out correctly, just proceed. If not, you can click on the gear icon and choose:
Add → System Interpreter → [Path to your Python.exe]
Once everything looks good:
Click Create.
It may take a moment for PyCharm to set everything up. Once it’s done, you’ll be taken to the main editor interface.
In the Project Explorer on the left:
hello.py
print("Hello from my Python development environment on Windows!")
Voilà! You’ve just written and run your first Python script inside a properly configured, professional-grade IDE.
Creating a proper project structure is often overlooked by beginners. But organizing your code inside a project—with its own environment, interpreter, and folder structure—is critical for scalability, maintainability, and real-world development.
By using PyCharm to manage your first project, you’re doing more than just writing Python. You’re laying the groundwork for how professionals build and maintain applications across teams and organizations.
This project workspace becomes your creative playground—a space to learn, experiment, and eventually, build amazing things.
One of the most important steps in setting up your python development environment on Windows is making sure the correct Python interpreter is selected in your IDE. The interpreter is the engine that runs your Python code, and if it’s misconfigured, nothing will work properly—even if your code is perfect.
PyCharm gives you a lot of flexibility in how you choose and manage Python interpreters, but for beginners, it’s important to get the basics right.
A Python interpreter is the executable program (python.exe
) that actually runs your Python scripts. It can either be:
For most beginners, using a virtual environment created inside PyCharm is the safest and most organized approach.
As covered earlier, when you create a new project in PyCharm, you’re asked to choose a Python interpreter. You can either:
If you’ve already created a project and want to change or verify the interpreter:
If it’s blank or incorrect, click the gear icon → Add
Then you can choose:
C:\Users\YourName\AppData\Local\Programs\Python\Python3x\python.exe
)PyCharm automatically names your virtual environments (usually venv
), but you can rename them for clarity.
You can also:
This control makes your python development environment on Windows stable and maintainable as you build more complex projects.
This happens sometimes, especially if:
In that case, just go to:techradar.com+8Python documentation+8JetBrains+8
File → Settings → Project → Python Interpreter → Add Interpreter
Select your system Python or create a new virtual environment. Problem solved!
For a comprehensive guide on creating and running your first Python project in PyCharm, refer to JetBrains’ official documentation:JetBrains
Create and run your first project | PyCharm Documentation
Your Python interpreter is the heart of your development workflow. Without it, nothing runs. PyCharm makes it easy to:
By properly setting your interpreter, you’re ensuring your python development environment on Windows is ready for anything—from small scripts to full-scale apps.
You’ve probably seen this one before:
print("Hello, World!")
Classic. Safe. Boring.
Let’s be honest—when are you ever going to use that?
“Hello, World!” is like a boarding pass into the programming world, but it doesn’t really take you anywhere. That’s why we’re going to skip the small talk and jump straight into a real-world example: building a mini vending machine app!
Let’s build something that actually feels like a real program.
A vending machine may sound simple, but it covers a lot of important beginner concepts in Python, including:
if-else
)while
)Let’s turn these concepts into working code.
Let’s break it down:
Sounds simple, right? Let’s code it!
Open PyCharm and paste the following:
# Simple Vending Machine
drinks = {
1: {"name": "Coffee", "stock": 3},
2: {"name": "Juice", "stock": 2},
3: {"name": "Water", "stock": 1}
}
while True:
print("\n--- Vending Machine Menu ---")
for key in drinks:
print(f"{key}. {drinks[key]['name']} (Stock: {drinks[key]['stock']})")
print("4. Exit")
choice = int(input("Select a drink (enter the number): "))
if choice == 4:
print("Exiting the vending machine. Have a great day!")
break
elif choice in drinks:
if drinks[choice]["stock"] > 0:
print(f"{drinks[choice]['name']} is served! Enjoy ☕🥤💧")
drinks[choice]["stock"] -= 1
else:
print(f"Sorry, {drinks[choice]['name']} is sold out. 😥")
else:
print("Invalid input. Please choose a valid option.")
Here’s what the code does, step-by-step:
while
): Keeps the machine running until the user exits.if-else
): Controls the machine’s response based on the user’s choice.In short, you’re learning fundamental programming concepts in a way that actually feels like you’re building something.
Sure, “Hello, World!” might be fine as a warm-up. But this vending machine example?
It feels real
It does something useful
It helps you practice the core of algorithmic thinking
You can expand it infinitely
For example:
Instead of settling for the boring, overused first script, you built a real, functioning Python app using your fully configured python development environment on Windows.
And that’s just the beginning. Your development setup is ready to take on way more—games, web apps, automation, and beyond.
Next Project: “Catch the Thief!” – Learn Python with Game Logic
Build a simple command-line game to naturally learn:
if-elif-else
You’re a police officer. A thief is hiding somewhere between position 0 to 9.
Each turn, the thief escapes to a new location.
You have 5 chances to guess the thief’s location and make an arrest!
import random
thief_position = random.randint(0, 9)
chances = 5
print("🚨 Catch the Thief! (Positions: 0 to 9)")
print("You have 5 chances. The thief changes location every turn!")
while chances > 0:
try:
guess = int(input(f"\nChances left: {chances} | Guess the thief's location (0–9): "))
except ValueError:
print("⚠ Please enter a valid number!")
continue
if guess < 0 or guess > 9:
print("⚠ Only numbers between 0 and 9 are allowed!")
continue
if guess == thief_position:
print("🎉 You caught the thief! 👮♂")
break
else:
print("❌ The thief escaped!")
thief_position = random.randint(0, 9)
chances -= 1
else:
print("💨 You failed to catch the thief. Game over!")
random.randint()
→ Initializes game statewhile chances > 0
→ Game continues as long as chances remainif guess == thief_position
→ Win conditionelse
→ Thief escapes, game state changesbreak
or else
clause → Terminates the game appropriatelyWith this tiny game, you’re practicing:
Instead of just memorizing syntax, you’re now thinking like a developer, solving problems and building actual logic step-by-step.
Anyone can learn what if
or while
does in theory, but using it to build a working game?
That’s what makes the learning stick.
This “Catch the Thief” game can evolve into more advanced projects like:
We can now expand in different directions:
Let’s Explore the Logic Flow of the Vending Machine–Style Thief Game
import random
thief_position = random.randint(0, 9)
chances = 5
thief_position
is randomly set to a number between 0 and 9.
chances
is our loop counter, set to 5.
while chances > 0:
try:
guess = int(input(f"\nChances left: {chances} | Guess the thief's location (0–9): "))
except ValueError:
print("⚠ Please enter a valid number!")
continue
input()
int()
try-except
block protects us from crashes if the player enters a non-numeric input.
continue
if guess < 0 or guess > 9:
print("⚠ Only numbers between 0 and 9 are allowed!")
continue
if guess == thief_position:
print("🎉 You caught the thief! 👮♂")
break
break
break
exits the loop immediately. else:
print("❌ The thief escaped!")
thief_position = random.randint(0, 9)
chances -= 1
else:
print("💨 You failed to catch the thief. Game over!")
while
loop, not an .else
if
break
(i.e., the player didn’t win).[Start] → [Set thief position & chances]
↓
[Loop: chances > 0] ──→ [User input] → [Invalid? → Warn → Loop again]
↓
[Valid guess] ──→ [Check match?] → YES → [Victory → break]
↓
NO → [Thief moves] → [chances -= 1]
↓
[No chances left?] → [Failure message]
Concept | Role in Code |
---|---|
random.randint() | Randomized thief position (state initialization) |
while loop | Main control flow (game engine) |
try-except | User input validation |
if-else | Decision branches (win, lose, invalid input) |
break | Premature loop exit (win condition) |
else on loop | Detecting game over when all chances are used |
chances as state | Resource management (how many attempts remain?) |
Python Development Environment Windows: PyCharm vs Notepad + CLI
Let’s compare two common ways to write Python on Windows:
We’ll explore key categories: execution, error handling, debugging, and maintenance—using our game code as the baseline.
Feature | PyCharm | Notepad + CLI |
---|---|---|
Code writing | Smart auto-complete, syntax highlighting | Plain text, no formatting |
Saving the file | Auto-save or Ctrl+S | Must manually save and remember path |
Running the program | Click ![]() | Open CMD and type python file.py |
Output location | Built-in console | CMD window |
Error feedback | Live, real-time with red underline | Only after execution, in the terminal |
Summary:
In PyCharm, you can write and run code in one click.
In Notepad, it takes multiple steps to execute and see results—and errors only show after you run it.
Feature | PyCharm | Notepad + CLI |
---|---|---|
Syntax errors | Highlighted in real time | You find out only after running the code |
Error suggestions | Auto-fix hints and tooltips | None |
Debugging tools | Visual debugger with breakpoints | Must manually insert print() statements |
Variable tracking | Hover to inspect, or watch panel | Add print(var) manually |
Summary:
PyCharm helps you see and understand your code’s behavior.
With Notepad, you’re blind until you run it—and fixing bugs becomes trial-and-error.
Feature | PyCharm | Notepad + CLI |
---|---|---|
Project structure | Automatically managed | Manual folder/file creation required |
File navigation | Tree view inside the IDE | Use File Explorer to find your files |
Virtual environment (venv) | Auto-configured and integrated | Must create manually using CLI |
Package management | GUI + terminal built-in | Use pip in CMD without interface |
Summary:
PyCharm gives you an organized workspace, ideal for scaling your project.
Notepad gives you… a file. And it’s up to you to manage everything else.
Using Notepad for Python development is like trying to cook a complex meal with no kitchen tools.
You can do it—but why struggle, when PyCharm gives you the full kitchen?
Benefit | PyCharm Community Edition |
---|---|
Beginner-friendly | ![]() |
Error handling | ![]() |
Debugging | ![]() |
Productivity | ![]() |
Long-term project management | ![]() |
Cost | ![]() |
While Notepad and CLI may work for the occasional script or quick fix, for real learning, real building, and real confidence, PyCharm is your best friend in building a strong Python foundation on Windows.
Setting up Python on Windows might seem simple at first—just install Python, write a few lines, run a script, done.
But in reality, what you’ve accomplished here is so much more than just that.
You didn’t just install software.
You built a foundation for real, scalable, creative thinking as a developer.
Let’s recap what that means in full depth.
Area | What You Practiced |
---|---|
Programming mindset | Break down problems logically before coding |
Structured development | Working inside a real IDE like a professional |
Error resilience | How to debug, fix, and respond to issues efficiently |
Project thinking | Moving from one-liner experiments to multi-step logic systems |
Growth tools | Creating code you can read, reuse, expand, and maintain |
This isn’t just beginner-level Python. This is the foundation for any software development journey.
Here are some next-level steps you can take from here—now that your foundation is rock-solid:
Path | What to Explore |
---|---|
![]() | Build RPGs or puzzle games using pygame |
![]() | Learn Flask or Django to create real websites |
![]() | Dive into pandas, NumPy, and Matplotlib |
![]() | Explore tools like scikit-learn and TensorFlow |
![]() | Write scripts to automate files, emails, or tasks |
![]() | Learn Git and connect your PyCharm to GitHub |
Even if you’re not sure which to choose yet, just keep this truth in mind:
You now have the tools, mindset, and structure to learn any of these.
Most people think learning Python is about typing the right lines of code.
But we’ve seen that the real learning happens when you:
You don’t have to call yourself a “developer” just because you’ve written Python.
But if you’ve done what we just did?
You’ve earned it.
You’ve thought like a developer.
You’ve acted like one.
And most importantly—
You’ve built the confidence to keep going.
The Python development environment you created on Windows?
That’s not the end. It’s your new beginning.
Upcoming anime 2025 is set to deliver one of the most diverse and exciting anime lineups we’ve seen in recent years. Whether you’re a long-time otaku or someone who’s just getting into the medium, 2025 offers a spectacular blend of genres, storytelling styles, and animation techniques that reflect the rapid evolution of the anime industry.
From massive franchise returns like Re:Zero and Dr. Stone, to fresh adaptations like Sakamoto Days and global webtoon hits such as Solo Leveling, the coming year is stacked with releases that promise to break streaming records and ignite fan discussions across the world. These aren’t just sequels or side stories—they’re continuations and reimaginings that fans have been eagerly awaiting for years, and the production quality looks better than ever.
The rise of digital platforms like Netflix, Crunchyroll, Laftel, and AniPlus has made anime more accessible than ever before. But in a sea of new titles, it can be hard to know what’s truly worth your time. That’s where we come in. This guide will walk you through the top 5 most anticipated upcoming anime of 2025, featuring official sources, release windows, and streaming details to help you stay ahead of the hype.
And it’s not just about watching—it’s about being part of something bigger. As anime continues to gain international recognition as both entertainment and art form, these 2025 releases are more than just content—they’re part of a larger cultural shift. The blend of animation technology, deep narratives, and emotional storytelling has elevated anime into global mainstream media, and 2025 looks to be a turning point.
So whether you’re here to relive your favorite stories, discover new worlds, or simply find your next obsession, this list is your roadmap to the must-watch anime of 2025. Grab your watchlist, follow the official channels, and get ready for a year that could reshape the anime landscape as we know it.
One of the most highly anticipated titles in the list of upcoming anime 2025 is undeniably Kaiju No. 8 Season 2. Whether you’re already a fan of the genre or just exploring new shows to add to your watchlist, this sequel is shaping up to be one of the most talked-about releases of the year. With its unique blend of military action, sci-fi horror, and deeply human storytelling, Kaiju No. 8 isn’t just another monster anime—it’s a series with real emotional gravity and wide global appeal.
The story is set in a near-future Japan constantly under attack by mysterious giant monsters known as “kaiju.” These creatures destroy everything in their path, and only the elite Defense Force stands between humanity and total annihilation. Our protagonist, Kafka Hibino, begins the series as a janitor cleaning up after kaiju battles, having long given up on his dream of joining the Defense Force. But everything changes when he becomes infected by a parasite that turns him into a human-kaiju hybrid.
What makes Kaiju No. 8 so compelling is this inner conflict—Kafka must now fight against the same monsters he has become. Can he retain his humanity while wielding the power of a kaiju? Should he reveal his identity or live a double life to protect the people he loves? These questions form the emotional core of the series and elevate it far beyond a standard action thriller.
Season 1 ended with intense revelations and set the stage for a much broader story. Season 2 is expected to dig deeper into Kafka’s identity crisis and expand the lore behind the kaiju themselves—Where do they come from? What are they evolving into? Why is Kafka the only one who can become one without losing control?
Visually, Kaiju No. 8 is handled by top-tier studios like Production I.G and Studio Khara (of Evangelion fame), and early trailers for Season 2 suggest that the animation quality will be even higher this time around. Fluid action scenes, hyper-detailed kaiju designs, and a haunting soundtrack are just a few of the highlights you can expect.
If you’re new to anime or looking for something with blockbuster-level intensity, this is a perfect entry point. And if you’ve already been following Kafka’s journey, you know just how exciting this next chapter will be. So mark your calendar, prepare your kaiju trivia, and maybe even rewatch Season 1—because Kaiju No. 8 Season 2 is about to unleash a storm in the world of anime.
If there’s one title among the upcoming anime 2025 list that has fans holding their breath in anticipation, it’s Re:Zero – Starting Life in Another World Season 3. This landmark isekai series isn’t just another fantasy story—it’s a psychological rollercoaster that deconstructs heroism, trauma, and time itself. With its complex characters, deep worldbuilding, and emotional weight, Re:Zero has carved out a special place in modern anime—and Season 3 is expected to raise the stakes higher than ever before.
The story follows Subaru Natsuki, an ordinary teenager who suddenly finds himself transported to another world. But unlike most Isekai protagonists who become overpowered heroes overnight, Subaru is burdened with a cruel ability: “Return by Death”. Every time he dies, he loops back to a previous point in time—keeping all his memories, but suffering the emotional and mental trauma of every death. It’s a brutal and exhausting gift that slowly eats away at his sanity, relationships, and self-worth.
Season 1 and 2 already took viewers through heart-wrenching losses, shocking betrayals, and some of the most emotionally raw scenes in recent anime history. Subaru’s relationships with characters like Emilia, Rem, Beatrice, and Roswaal have all been tested under the weight of time manipulation and moral ambiguity. Season 3 is expected to explore the “The Stars That Engrave History” arc, one of the most fan-beloved parts of the light novel, which delves deeper into the political war surrounding the royal selection, the secret pasts of major characters, and Subaru’s ongoing evolution into something more than just a desperate survivor.
Visually, White Fox studio is set to return with its signature cinematic pacing and high production values. While not always flashy, Re:Zero has always known exactly when to hit hard—whether with an intense action sequence or a gut-punch of emotional dialogue. Season 3 will likely feature even more psychological tension, philosophical dilemmas, and moments that stay with you long after the credits roll.
But what truly makes Re:Zero stand out among other isekai anime is its commitment to emotional realism. Subaru is flawed, weak, and often unbearable—but he’s also deeply human. Watching him fail again and again, then stand up anyway, is what makes this show resonate so strongly with fans. It’s not about being the strongest—it’s about enduring when you have every reason to give up.
For longtime fans, Season 3 represents a payoff years in the making. For newcomers, it’s a reminder to finally start this unforgettable journey. Whether you’re here for the romance, the lore, the pain, or the hope—Re:Zero Season 3 is ready to take you back into a world where death is only the beginning.
Among the most intellectually exciting additions to the upcoming anime 2025 lineup is Dr. Stone Season 4: Science Future—a brainy, high-energy adventure that continues to prove science can be just as thrilling as magic or superpowers. Dr. Stone has always stood out in the anime world for one simple reason: it makes science cool. And now, in its fourth season, it’s about to take that cool factor into uncharted territory.
Set in a post-apocalyptic Earth where humanity has been petrified for thousands of years, the series follows Senku Ishigami, a teenage genius who wakes up in a world where civilization has crumbled. Using nothing but his knowledge of physics, chemistry, biology, and pure determination, Senku sets out to rebuild human civilization from scratch—starting with fire and stone tools and working his way toward modern technology.
In earlier seasons, we saw Senku and his allies create everything from soap and electricity to antibiotics and wireless communication. But in Season 4, we’re entering what fans are calling the “Scientific Renaissance Arc”, where things really start to take off—literally. This season will explore the dream of reaching outer space, tackling aerospace engineering, orbital mechanics, and materials science in a way that only Dr. Stone can pull off.
What makes this anime so compelling isn’t just the science itself, but how it’s woven into the narrative. Every invention has purpose, stakes, and emotional context. Senku isn’t building gadgets just for fun—he’s racing against time, solving real problems, and restoring hope to humanity. His scientific genius is matched only by his heart, making him one of the most unique and inspiring protagonists in modern anime.
Season 4 is expected to deliver even more high-tension rivalries, epic inventions, and mind-blowing science moments. As the crew races toward space, they’ll confront powerful new enemies, ethical dilemmas, and the ultimate question: what kind of future are they building?
Visually, Dr. Stone has always struck a perfect balance between vibrant animation and detailed educational inserts. The art style remains colorful and expressive, and the action sequences—though rare—are always dynamic and meaningful. Season 4 looks to raise the bar even further, showcasing breathtaking views of Earth, detailed mechanical designs, and moments of emotional catharsis that fans won’t forget.
Whether you’re a longtime science nerd or someone who just enjoys great storytelling, Dr. Stone Season 4 is more than just entertainment—it’s an experience that celebrates curiosity, collaboration, and the indomitable human spirit.
Among the upcoming anime 2025 titles, few shows are generating as much buzz as Sakamoto Days—a wild, stylish, and surprisingly heartwarming action-comedy about what happens when the world’s deadliest hitman settles down for a quiet life… and absolutely fails at staying out of trouble.
At first glance, Sakamoto doesn’t look like much. He’s gained weight, runs a convenience store, and dotes on his loving wife and daughter. But what most people don’t realize is that he was once a feared, elite assassin who could take down an entire organization solo—and now, despite his promise to retire, his past refuses to leave him alone. Every few days, a new assassin or criminal syndicate shows up, hoping to claim the bounty on his head… and every time, Sakamoto handles them effortlessly, with zero fatalities and maximum comedic timing.
What makes Sakamoto Days so refreshingly different is its tone. Yes, it’s packed with jaw-dropping action sequences, but it never forgets to have fun. This isn’t a gritty, brooding anti-hero tale. Instead, it’s filled with absurd battles inside supermarkets, improvised weapons made from household items, and a hero who fights while wearing an apron and Crocs. And somehow, all of it works beautifully.
But beneath the humor and stylish fights, there’s a surprisingly touching story about redemption, fatherhood, and the struggle to leave a violent past behind. Sakamoto isn’t fighting for glory or revenge—he’s fighting to protect a peaceful life he never thought he deserved. And that emotional core is what elevates this series beyond just laughs and punches.
Fans of One Punch Man, Spy x Family, and The Way of the Househusband will feel right at home here, but Sakamoto Days has a unique edge: the action choreography is genuinely impressive, with creative fight scenes that rival serious shonen anime, all while staying true to its slapstick roots.
The anime adaptation, set to air in July 2025, is being handled by an animation studio known for fluid motion and expressive character design. Early key visuals show promise, and fans of the manga are excited to see iconic moments come to life—especially those involving Sakamoto’s silent but deadly moves, his hilariously unpredictable allies, and the growing number of eccentric enemies who just don’t know when to quit.
If you’re looking for something that blends John Wick-level action with dad-joke charm, Sakamoto Days is an absolute must-watch. It’s a love letter to reformed bad guys, domestic bliss, and the idea that you don’t have to give up who you were to become who you want to be.
One of the most globally anticipated titles in the upcoming anime 2025 lineup is Solo Leveling Season 2: Arise from Shadow, the dark fantasy juggernaut based on the legendary Korean webtoon. After a hugely successful first season that captivated fans worldwide with its bold art style, cinematic action, and relentless pacing, the second season promises to go even deeper into the shadows—where the stakes are higher, the enemies deadlier, and the protagonist more powerful than ever before.
At the heart of this story is Sung Jin-Woo, a once powerless E-rank hunter who became humanity’s strongest weapon after awakening the ability to level up like a game character. But what started as a personal journey of survival has evolved into a global war, as Jin-Woo uncovers the dark truth behind the dungeons, the system that gave him his powers, and the true enemy pulling the strings behind the scenes.
Season 2 picks up right where things left off: the International Guild Conference Arc and the terrifying introduction of the Monarchs. The tone shifts from isolated battles to large-scale threats, as Jin-Woo begins to face beings who rival even his now godlike power. But it’s not just about brute force—Season 2 delves into Sung Jin-Woo’s identity, morality, and destiny, exploring whether power makes you a savior… or something else entirely.
What makes Solo Leveling stand out isn’t just the spectacle—it’s the mood. The atmosphere is thick with tension, mystery, and grandeur. Every battle is not just a clash of strength, but a test of will. The visual direction, inspired heavily by the webtoon’s signature dark palettes and striking contrasts, adds to its uniquely immersive aesthetic. And with the anime’s animation studio stepping up its quality even further, we can expect Arise from Shadow to look and feel like a feature film in episodic format.
If you’re new to the series, or curious about its origins and why it became such a global phenomenon, check out this in-depth analysis on the original webtoon, character evolution, and thematic breakdown: Solo Leveling Analysis – an4t.com
This sequel season is also a landmark moment for Korean webtoons in general, proving that K-anime has the potential to stand alongside Japan’s finest. It’s not just a win for Solo Leveling fans—it’s a cultural shift.
Whether you’re here for Jin-Woo’s cold charisma, the overpowered combat sequences, or the ever-deepening lore of the Shadow Monarchs, Solo Leveling Season 2 is shaping up to be the definitive dark fantasy anime of 2025.
With so many incredible titles coming in 2025, the next big question is: Where can you watch them? Thankfully, anime streaming platforms have expanded their global reach, making it easier than ever to watch both simulcasts and dubbed versions legally, often within hours of their Japanese release.
Here are the best platforms to keep on your radar:
Laftel remains the top destination for Korean anime fans seeking official simulcasts and classic titles alike. It’s known for its fast updates, clean UI, and strong curation of must-watch series. Several upcoming anime including Kaiju No. 8 and Solo Leveling are expected to land here quickly after release.
Netflix continues to invest heavily in anime, often securing exclusive rights for international distribution. Shows like Re:Zero and Dr. Stone may be simulcast or released as full-season drops, depending on licensing deals. Be sure to check the “Coming Soon” section regularly if you’re a subscriber.
AniPlus is well-known for fast simulcasts in Southeast Asia and Korea. It offers a strong lineup of action, romance, and fantasy anime, often with multi-language subtitles. Expect Sakamoto Days and Kaiju No. 8 to appear here, possibly even with same-day airing.
For fans outside Asia, platforms like Crunchyroll, HIDIVE, or even YouTube Anime channels (like Muse Asia) often carry licensed streams or official previews, so be sure to search by region.
As we look ahead to upcoming anime 2025, one thing is clear—this is not just another year for anime. It’s a turning point. With sequels to beloved franchises, bold new adaptations, and increasingly cinematic production values, anime in 2025 is poised to become more global, more emotional, and more unforgettable than ever before.
Whether you’re waiting for the next emotional gut punch from Re:Zero, hyped for monster-scale action in Kaiju No. 8, dreaming of the stars with Dr. Stone, laughing and cheering for Sakamoto Days, or diving into the dark charisma of Solo Leveling—this is the year to be a fan.
But beyond the hype, these series represent something bigger:
– The evolution of storytelling across cultures
– The growing influence of Korean webtoons and global fandom
– The merging of entertainment and artistry on a global scale
So don’t just scroll past these titles—save them, follow the official accounts, mark the release dates, and set reminders. This list isn’t just a preview; it’s your guide to the future of anime.
And if you’re the kind of fan who loves going deeper into themes, symbolism, and behind-the-scenes insights? Make sure to check out posts like Solo Leveling Analysis on an4t.com—because anime isn’t just something we watch.
It’s something we live, feel, and remember.
Here’s to 2025—the year anime levels up.
]]>Thinking to code starts with building the right habits—and before diving into abstract logic, it’s helpful to explore practical projects like this Rust coffee vending machine simulator.
When we say “thinking to code,” we’re not just talking about writing lines of programming language syntax. We’re talking about a mental shift—the ability to take abstract thoughts, logic, or even vague ideas in your head and translate them into precise, structured instructions that a computer can understand and execute.
Imagine you have a thought like:
“I want to know if this number is even.”
This isn’t code yet—it’s just a logical idea. But the moment you ask yourself: “How can I tell if a number is even using math?”
you’re already stepping into the world of algorithmic thinking.
From there, you might recall the rule: “A number is even if it’s divisible by 2.” That’s math.
Then, to turn that math into code, you need to use operations, control flow, and a programming language.
That’s coding.
Let’s see what this looks like in Rust:
fn is_even(n: i32) -> bool {
n % 2 == 0
}
fn main() {
println!("Is 4 even? {}", is_even(4)); // Output: true
}
Now, something beautiful has happened here:
Many beginners assume that coding is only about syntax—memorizing the right way to use if
, for
, or fn
. But the true power of programming lies in your ability to think systematically. The code is simply the bridge between your mind and the machine.
Let’s break that down further:
If you’ve ever solved a math problem, followed a recipe, or built something from IKEA instructions, you’ve already been practicing “thinking to code.”
You might wonder, “Why use Rust to learn this way of thinking?” Good question.
Rust encourages:
It’s a bit strict, but that’s what makes it such a great teacher for beginners. It forces you to think clearly—and that’s the whole point of this article.
“Thinking to code” means turning everyday problems into steps that a computer can follow.
It’s about breaking down big questions into tiny instructions:
Once you start asking questions like these, you’re no longer just “writing code”—you’re developing a mindset that can solve problems anywhere, with or without a computer.
This guide will walk you through that process.
You’ll learn how to think like a programmer, using real Rust code examples that actually run and solve real problems—starting from the simplest, and growing more powerful step-by-step.
Ready? Let’s start turning your thoughts into code.
Before we tackle complex math problems or advanced algorithms, let’s start with something incredibly simple: turning a single thought into a working piece of Rust code.
“I want to know if a number is even.”
This is not yet a program. It’s an idea. But it contains everything we need to start coding:
First, let’s turn this into a logical rule:
“A number is even if it’s divisible by 2 without a remainder.”
In math, we express this as:
n % 2 == 0
The %
operator is called the modulo operator. It gives the remainder of division. If n % 2 == 0
, there is no remainder—so the number is even.
Now, let’s wrap that logic into a real, working function.
fn is_even(n: i32) -> bool {
n % 2 == 0
}
This function takes a number n
as input and returns true
if it’s even, false
otherwise.
Let’s try it in a complete Rust program:
fn is_even(n: i32) -> bool {
n % 2 == 0
}
fn main() {
let number = 7;
if is_even(number) {
println!("{} is even.", number);
} else {
println!("{} is odd.", number);
}
}
Output:
7 is odd.
Try changing the number to 4
and run it again. You’ll see:
4 is even.
You can even take input from the user using Rust’s standard input:
use std::io;
fn is_even(n: i32) -> bool {
n % 2 == 0
}
fn main() {
println!("Enter a number:");
let mut input = String::new();
io::stdin()
.read_line(&mut input)
.expect("Failed to read input.");
let number: i32 = input.trim().parse().expect("Please enter a valid number.");
if is_even(number) {
println!("{} is even.", number);
} else {
println!("{} is odd.", number);
}
}
Now you’ve made your first interactive Rust program—all starting from a simple thought.
Let’s go back and look at the mental transformation:
Thought | Rust Implementation |
---|---|
Is this number even? | n % 2 == 0 |
I need to check it | fn is_even(n: i32) -> bool { ... } |
I want to tell the user | println!("...") |
I want user input | std::io::stdin().read_line() |
This is how we start thinking to code:
Every tiny decision becomes a step in your program.
Every thought becomes logic, and every logic becomes a function.
Now that we’ve transformed a simple thought like “Is this number even?” into code, it’s time to level up your thinking. We’ll now take on a slightly more mathematical idea:
“Is this number a prime number?”
This problem is common in computer science, and it’s an excellent way to practice thinking algorithmically.
“I want to know if a number is prime.”
Before we can write any code, we need to ask:
What does it mean for a number to be prime?
A prime number is:
So, 2
, 3
, 5
, and 7
are primes. But 4
, 6
, and 9
are not.
We want to:
n % i == 0
, it’s divisible → not primeThat’s your algorithm!
fn is_prime(n: u32) -> bool {
if n < 2 {
return false;
}
for i in 2..n {
if n % i == 0 {
return false;
}
}
true
}
And let’s test it in a complete Rust program:
fn is_prime(n: u32) -> bool {
if n < 2 {
return false;
}
for i in 2..n {
if n % i == 0 {
return false;
}
}
true
}
fn main() {
for num in 1..=20 {
println!("{} is prime? {}", num, is_prime(num));
}
}
Output:
1 is prime? false
2 is prime? true
3 is prime? true
4 is prime? false
5 is prime? true
...
Why loop all the way to n-1
?
You can stop at the square root of n
because if a number has a factor larger than √n
, the other factor must be smaller than √n
. Here’s how to improve it:
fn is_prime(n: u32) -> bool {
if n < 2 {
return false;
}
let max = (n as f64).sqrt() as u32;
for i in 2..=max {
if n % i == 0 {
return false;
}
}
true
}
Same result, but much faster for large numbers.
Let’s recap the mental process:
Thought | Translated to Code |
---|---|
Prime numbers are greater than 1 | if n < 2 { return false; } |
They have no divisors besides 1 & self | for i in 2..n { if n % i == 0 } |
Optimize performance | for i in 2..=sqrt(n) |
This is the essence of thinking to code. You’re not just typing Rust syntax—you’re analyzing, refining, and optimizing your thought process.
Let’s take another step in developing your ability to “think to code” by solving a classic math problem:
“What is the greatest common divisor of two numbers?”
Also known as the GCD, this is a number that evenly divides two other numbers.
For example:
Let’s define it clearly in plain language:
The GCD of two numbers is the largest number that divides both of them without a remainder.
If we think naively, we might try:
But this would be slow. There’s a better way.
Euclid (the famous Greek mathematician) came up with a smart trick:
GCD(a, b) = GCD(b, a % b)
Keep swapping the values until one becomes 0.
The other one is the GCD.
Let’s implement Euclid’s algorithm using a while
loop:
fn gcd(mut a: u32, mut b: u32) -> u32 {
while b != 0 {
let temp = b;
b = a % b;
a = temp;
}
a
}
This is a simple, fast, and reliable implementation.
fn gcd(mut a: u32, mut b: u32) -> u32 {
while b != 0 {
let temp = b;
b = a % b;
a = temp;
}
a
}
fn main() {
let pairs = vec![(48, 18), (20, 8), (100, 75), (7, 13)];
for (a, b) in pairs {
println!("GCD of {} and {} is {}", a, b, gcd(a, b));
}
}
Output:
GCD of 48 and 18 is 6
GCD of 20 and 8 is 4
GCD of 100 and 75 is 25
GCD of 7 and 13 is 1
Thought | Code Translation |
---|---|
I want the biggest number that divides both | gcd(a, b) |
I can use Euclid’s method | gcd(b, a % b) |
I stop when one value is zero | while b != 0 |
This example shows how a mathematical trick can become an efficient algorithm—and with Rust, you can express it clearly and safely.
So far, you’ve written functions that make decisions or return results based on a single condition. But now it’s time to expand your thinking.
What if you want your program to:
To do that, you need two new tools:
loops (like for
) and data structures (like Vec
).
“Can I calculate the Fibonacci sequence up to the 10th number?”
This is a perfect example of how thinking in steps and storing results leads directly to loops and structures.
It’s a famous sequence in which each number is the sum of the two before it:
0, 1, 1, 2, 3, 5, 8, 13, 21, 34, ...
Mathematically:
F(0) = 0
F(1) = 1
F(n) = F(n-1) + F(n-2)
fn fibonacci(n: u32) -> u32 {
if n <= 1 {
return n;
}
fibonacci(n - 1) + fibonacci(n - 2)
}
It works, but…
It’s very slow for large
n
because it repeats work again and again.
We’ll use a Vec<usize>
in Rust to store the answers as we go. That’s memory!
fn fibonacci(n: usize) -> usize {
if n == 0 {
return 0;
}
let mut dp = vec![0; n + 1];
dp[1] = 1;
for i in 2..=n {
dp[i] = dp[i - 1] + dp[i - 2];
}
dp[n]
}
fn main() {
for i in 0..=10 {
println!("F({}) = {}", i, fibonacci(i));
}
}
Output:
F(0) = 0
F(1) = 1
F(2) = 1
F(3) = 2
F(4) = 3
F(5) = 5
F(6) = 8
F(7) = 13
F(8) = 21
F(9) = 34
F(10) = 55
Thought | Code Implementation |
---|---|
I need to repeat a calculation | for i in 2..=n |
I want to remember previous values | let mut dp = vec![...] |
Each value depends on the last two | dp[i] = dp[i-1] + dp[i-2] |
This is thinking in memory and time—you’re no longer just checking something once. You’re building a timeline of values.
Let’s apply the same idea to something even simpler:
“I want to add all the numbers in a list.”
fn sum_vector(numbers: &Vec<i32>) -> i32 {
numbers.iter().sum()
}
fn main() {
let nums = vec![5, 10, 15, 20];
println!("The total is: {}", sum_vector(&nums)); // 50
}
Or manually, using a loop:
fn sum_vector(numbers: &Vec<i32>) -> i32 {
let mut total = 0;
for num in numbers {
total += num;
}
total
}
You just:
You’ve come a long way in learning how to think and code logically.
But what happens when your logic fails?
What if someone tries to divide a number by zero?
What if the user types letters instead of a number?
These situations are called exceptions or edge cases, and handling them is part of thinking to code.
“I want to divide one number by another—but only if it’s safe.”
This simple idea contains a safety condition:
Division is only allowed when the denominator is not zero.
fn divide(a: i32, b: i32) -> i32 {
a / b // panic if b == 0
}
If b
is zero, this program will crash.
Let’s think like a programmer:
b == 0
if
None
(no result)Option<T>
for Safe Divisionfn safe_divide(a: i32, b: i32) -> Option<i32> {
if b == 0 {
None
} else {
Some(a / b)
}
}
Here, we use Rust’s powerful Option type:
Some(value)
→ SuccessNone
→ Something went wrongfn safe_divide(a: i32, b: i32) -> Option<i32> {
if b == 0 {
None
} else {
Some(a / b)
}
}
fn main() {
let a = 10;
let b = 0;
match safe_divide(a, b) {
Some(result) => println!("Result: {}", result),
None => println!("Error: Cannot divide by zero!"),
}
}
Output:
Error: Cannot divide by zero!
Try changing b = 2
, and you’ll see:
Result: 5
Thought | Code |
---|---|
Division might fail | if b == 0 |
I want to return “nothing” if it fails | Option<i32> → None |
I want to handle both cases | match statement |
This is robust thinking. You’re not just writing happy-path code—you’re considering what can go wrong, and writing programs that don’t crash.
As a beginner, it’s easy to focus only on what should happen.
But real programmers also think about what might happen—and they prepare for it.
Rust helps you with this by:
Option
and Result
You now know how to:
That’s a huge step forward in “thinking to code.”
At the beginning of this guide, we asked a simple question:
What does it mean to “think to code”?
And now, after exploring several real-world examples—checking if a number is even, determining if it’s prime, calculating the GCD, generating Fibonacci numbers, and safely dividing numbers—you’ve probably started to understand the answer:
Thinking to code means thinking clearly.
It means:
Whether you’re writing a simple loop or building an AI system, the process is the same:
Thought or goal | Becomes… |
---|---|
“Is this number even?” | A modulo check |
“Is this number prime?” | A loop with conditions |
“What is the GCD of two numbers?” | A recursive or iterative method (Euclid’s algorithm) |
“What are the first 10 Fibonacci numbers?” | A growing list using memory |
“What if something goes wrong?” | An Option or error handler |
Rust can be a strict teacher—but that’s a good thing.
It doesn’t let you “get away” with unclear thoughts.
It encourages:
That’s why learning to “think to code” with Rust is so powerful—it sharpens your thinking along the way.
You’ve just built a strong foundation for:
Now, here are a few challenges you can try next:
+
, -
, *
, and /
.Each of these is just a thought at first. But now, you know how to turn that thought into working code.
Coding is not about memorizing syntax.
Coding is about thinking clearly, and expressing that clarity in code.
So don’t worry if you don’t know everything yet.
If you can think, you can code.
And now, you know how to think like a coder.
Well done, Rustacean.
It means breaking down your ideas into small, logical steps that a computer can follow. You’re not just writing code—you’re expressing your thoughts in a structured, executable way.
Yes, Rust is strict but incredibly rewarding. It teaches you good habits early—like type safety, memory management, and explicit error handling—which all reinforce clear thinking.
Absolutely! Coding is more about logical thinking than advanced math. Even simple math ideas (like checking if a number is even or finding the greatest common divisor) are excellent places to start. Rust helps reinforce that logic step by step.
In real-world applications, you can’t assume users will always give the “right” input. Handling edge cases (like dividing by zero) makes your code safer and more professional.
Writing code is just typing syntax. “Thinking to code” means planning the logic behind it—figuring out the input, the flow, the exceptions, and the result. It’s how real problem-solving happens.
if
)?Use if
when you want to make a single decision.
Use loops (for
, while
) when you want to repeat a task multiple times—especially when you’re working with collections like Vec
.
Vec
in Rust and why is it useful for beginners?Vec<T>
is a growable list in Rust. It’s easy to use and perfect for storing multiple values—like the Fibonacci numbers or a list of user scores. It’s the first data structure you should get comfortable with.
Try small, meaningful projects:
This is the official Rust guide, often referred to as “The Book.” It provides a comprehensive introduction to Rust, covering everything from basic syntax to advanced concepts like ownership and concurrency. It’s an excellent starting point for beginners.
“Rust by Example” offers a collection of runnable examples that illustrate various Rust concepts and standard libraries. It’s ideal for learners who prefer hands-on experience and want to see concepts in action.Reddit+10Massachusetts Institute of Technology+10doc.rust-lang.org+10
Rustlings provides small exercises to get you used to reading and writing Rust code. It’s recommended to use Rustlings in parallel with reading “The Book” to reinforce your learning through practice.GitHub
Exercism’s Rust track offers a series of exercises to help you write better Rust code. You can progress through various challenges and receive feedback from mentors, making it a great platform for improving your skills.Exercism
DevDocs combines multiple API documentations in a fast, organized, and searchable interface. The Rust section provides quick access to standard library documentation, which is essential for understanding available functions and modules.The Rust Programming Language Forum
These resources are excellent for building a strong foundation in Rust and developing the mindset to translate abstract thoughts into structured, executable code. If you need further assistance or specific guidance on using these resources, feel free to ask!
]]>This rust snake game overview introduces you to the goals, skills, and real-world value of building a terminal-based snake game using Rust in 2025.
The Rust Snake Game is a beginner-friendly coding project where you recreate the classic “Snake” game using the Rust programming language — all within your terminal. Unlike modern GUI games, this one runs directly in your command-line interface using crossterm
, giving you low-level control over input and output.
While the gameplay itself is simple, the process of building this game will expose you to powerful real-world skills: handling user input, working with game loops, drawing graphics in a terminal, and writing maintainable Rust code with enums, vectors, and logic structures.
If you’re new to Rust—or even programming in general—building a small but complete project like this is one of the most effective ways to transform theoretical knowledge into real, applied skill. Instead of passively consuming tutorials, you’ll actively build, design, test, and finish a fully functioning game from scratch. That’s what makes this Rust Snake Game overview more than just a how-to guide—it’s a practical roadmap to thinking like a developer and solving problems like one.
Before you dive in, we recommend starting with these two short Rust simulations to warm up your logic and modular thinking:
struct
design in a hands-on, beginner-friendly way.These foundational projects are quick, fun, and directly relevant to what you’re about to build here.
Finishable in a weekend – The scope is just right: challenging enough to learn, small enough to complete.
Teaches real-time logic – You’ll implement a real game loop, input handling, and frame-based updates.
Covers key Rust concepts – Enums, match expressions,
VecDeque
, modules, and error handling are all built in.
Hands-on practice – You’ll learn through doing: testing, debugging, refactoring, and polishing.
No frameworks required – It runs directly in your terminal using lightweight crates like
crossterm
.
Expandable to GUI – Once you’re done, you can take the same logic and upgrade it to a graphical version using
macroquad
or ggez
.
Portfolio-worthy – You’ll walk away with a clean, modular Rust project you can proudly share on GitHub or your resume.
Actually fun – Seeing your snake slither across the screen in a game you built yourself is satisfying in a way no tutorial ever is.
crossterm
VecDeque
In the next section, we’ll discuss why building this snake game in Rust is more than a fun exercise—it’s a valuable foundation for serious Rust development.
Stay tuned for Section 2: Why Build a Snake Game in Rust?
Wondering why build snake game rust projects like this one? Learn how a terminal-based snake game can teach you real-world Rust skills, fast and effectively.
It might look like just a fun little arcade game, but building a Snake Game in Rust is one of the most effective ways to truly learn the language.
Rather than memorizing syntax or blindly following exercises, you’ll be applying Rust to solve real problems: user input, movement logic, collisions, and more.
So, why build a snake game in Rust? Because it teaches you how to think like a systems programmer—while building something enjoyable and visual.
Game development forces you to think about time, state, and changes per second. You’ll build a live game loop and respond to player input in real time.
Keeping track of the snake’s body, direction, food, and collisions teaches you to manage complex state transitions using data structures like VecDeque
.
Instead of toy problems or isolated code snippets, this project gives you practical experience with Rust’s syntax, ownership model, and enums.
Using the crossterm
crate, you’ll learn how to draw and clear screens, move cursors, and control user interactions—all in the terminal, without a GUI.
Unlike massive open-ended projects, a Snake Game is easy to finish, but complex enough to teach core concepts like rendering, loops, and event handling.
By the end of this project, you’ll be able to:
The Snake Game isn’t just retro—it’s a rite of passage for developers learning any language. And in Rust, it becomes a powerful mini-lab where you master performance, safety, and design patterns in one go.
So, why build snake game rust tutorials like this one?
Because they actually make you a better, faster, and more confident developer.
Now that you know why this project is worth your time, let’s move on to the next step:
Section 3: Core Concepts and Learning Goals
This section breaks down the rust game development basics you’ll learn through this project—like real-time input, data structures, and clean code architecture.
The Rust Snake Game is more than just a nostalgic remake. It’s a learning playground designed to give you hands-on experience with some of the most important concepts in Rust game development basics.
Whether you’re new to Rust or programming in general, this project walks you through real development practices: logic, structure, and code that runs live in the terminal.
Here’s a breakdown of the technical and conceptual skills you’ll develop:
Learn how games update continuously by using a loop that redraws the screen and listens for player input. This is the foundation of any interactive application.
Track and manage game state, including the snake’s body, direction, score, and food. You’ll use Rust’s vectors and enums to structure your data clearly.
Capture keyboard input without blocking program flow using the crossterm
library. You’ll implement responsive controls using non-blocking I/O.
Handle movement in a 2D grid by updating x/y positions per frame. You’ll apply math and conditional logic to move your snake naturally.
Implement simple yet powerful algorithms to detect when the snake hits a wall, eats food, or crashes into itself.
Use the rand
crate to generate random positions for food and keep the gameplay dynamic and unpredictable.
You’ll begin with a single file, then learn how to modularize your game logic into reusable, testable pieces. This is essential for scaling and readability.
Tool | Purpose |
---|---|
Rust | The main programming language |
crossterm | Terminal screen control, input, and rendering |
rand | Random number generation for food placement |
VecDeque | Efficient snake body movement using queue behavior |
By completing this Rust Snake Game, you’ll walk away with:
Now that we’ve outlined what you’ll learn, it’s time to get started. In the next section, we’ll walk through your Rust project setup step by step.
→ Section 4: Rust Project Setup for Your Terminal Snake Game
Follow this rust project setup guide to create your terminal-based snake game from scratch. Learn how to initialize a Rust project and install essential crates.
Open your terminal and run the following command to create a new Rust project:
cargo new snake_game
cd snake_game
This creates a new folder called snake_game
with the following basic structure:
bashsnake_game/
├── Cargo.toml # Project configuration and dependencies
└── src/
└── main.rs # Your Rust code starts here
You now have a working Rust project scaffold. Let’s make it game-ready.
Open the Cargo.toml
file and under [dependencies]
, add these libraries:
[dependencies]
crossterm = "0.26"
rand = "0.8"
crossterm
: A powerful library that lets you control the terminal—move the cursor, detect keypresses, and clear/redraw the screen.rand
: A standard crate for generating random numbers, used for placing food in the game.You can explore them on crates.io:
After saving the file, download the dependencies:
cargo build
Your game logic will be written in main.rs
at first, but eventually, you may break it into modules for readability.
Here’s a preview of how you might structure it later:
src/
├── main.rs # Entry point, runs game loop
├── game.rs # Handles game state and logic
├── snake.rs # Controls snake movement and growth
├── input.rs # Processes keyboard input
└── ui.rs # Handles rendering to terminal
We’ll start simple, then grow toward this modular structure in later sections.
Just to verify everything is set up correctly, replace the contents of main.rs
with this:
fn main() {
println!("Rust Snake Game project is ready to build!");
}
Then run:
cargo run
You should see:
Rust Snake Game project is ready to build!
If you do, your setup is complete.
You’ve just finished the rust project setup required to build your terminal snake game.
Now you have:
Let’s move from preparation to action. In the next section, we’ll design the structure of the game itself: game state, components, and how the logic will flow.
→ Section 5: Rust Game Structure Planning
In this section, you’ll learn rust game structure planning to break your Snake Game into logical components like game loop, input, snake logic, and rendering.
Before writing any logic, it’s important to ask:
“What parts will this game need, and how will they talk to each other?”
Good structure:
That’s why rust game structure planning is a crucial early step—especially if you’re aiming for clean, maintainable code.
Here’s a breakdown of the core components we’ll implement:
Component | Description |
---|---|
main.rs | The entry point: initializes and runs the game loop |
game | Handles overall game state: snake, food, game over |
snake | Controls movement, growth, and collision logic |
input | Reads and processes keyboard events |
ui | Responsible for rendering to the terminal using crossterm |
We’ll start in a single file, but this is the structure we’re aiming to modularize into.
flowchart TD
Start --> Setup[Initialize Game]
Setup --> Loop[Game Loop]
Loop --> Input[Check Keyboard Input]
Input --> Update[Update Snake State]
Update --> Collision[Check Collision]
Collision --> Draw[Render to Terminal]
Draw --> Loop
Collision --> GameOver[Game Over?]
GameOver -->|Yes| End
GameOver -->|No| Loop
Name | Type | Used For |
---|---|---|
VecDeque<(u16, u16)> | Snake body segments | |
Direction enum | Current movement direction | |
(u16, u16) | Food position | |
bool flag | Game over state |
src/
├── main.rs # Runs the game loop
├── game.rs # Game state, food generation, game over
├── snake.rs # Movement and collision
├── input.rs # Keyboard input handling
└── ui.rs # Drawing to terminal
We’ll begin by implementing everything in main.rs
, and as the logic becomes more complex, we’ll extract each part into its own module.
You now understand the full architecture of your terminal-based Snake Game. By following this rust game structure planning guide, you’re setting yourself up for:
Now it’s time to bring your game loop to life.
→ Section 6: Creating the Rust Game Loop
Learn how to build the core rust game loop that powers your terminal snake game. This loop handles real-time updates, keyboard input, movement, and drawing.
A game loop is a continuously running cycle that updates the game state and renders the screen in real time. Almost every game engine — from Unity to custom terminal games — relies on this core logic.
In this Snake Game, our game loop will:
Open main.rs
and import the necessary libraries:
use std::{
collections::VecDeque,
io::{stdout, Write},
thread,
time::Duration,
};
use crossterm::{
cursor,
event::{self, Event, KeyCode},
execute,
terminal::{self, ClearType},
};
use rand::Rng;
These imports allow us to:
crossterm
)thread::sleep
)rand
)const WIDTH: u16 = 20;
const HEIGHT: u16 = 10;
We define a small 20×10 terminal grid where our snake will move.
This will allow us to change snake direction based on input.
#[derive(Clone, Copy, PartialEq)]
enum Direction {
Up,
Down,
Left,
Right,
}
Inside main()
:
fn main() {
let mut stdout = stdout();
terminal::enable_raw_mode().unwrap(); // read input directly
execute!(stdout, terminal::Clear(ClearType::All), cursor::Hide).unwrap();
// Snake body stored in queue
let mut snake: VecDeque<(u16, u16)> = VecDeque::new();
snake.push_front((5, 5));
let mut dir = Direction::Right;
// Food at a random position
let mut food = (10, 5);
let mut rng = rand::thread_rng();
Here comes the heart of the program:
loop {
// --- INPUT ---
if event::poll(Duration::from_millis(100)).unwrap() {
if let Event::Key(key) = event::read().unwrap() {
dir = match key.code {
KeyCode::Up if dir != Direction::Down => Direction::Up,
KeyCode::Down if dir != Direction::Up => Direction::Down,
KeyCode::Left if dir != Direction::Right => Direction::Left,
KeyCode::Right if dir != Direction::Left => Direction::Right,
KeyCode::Char('q') => break, // quit
_ => dir,
};
}
}
// --- LOGIC ---
let (head_x, head_y) = *snake.front().unwrap();
let new_head = match dir {
Direction::Up => (head_x, head_y.saturating_sub(1)),
Direction::Down => (head_x, head_y + 1),
Direction::Left => (head_x.saturating_sub(1), head_y),
Direction::Right => (head_x + 1, head_y),
};
// Game over check
if snake.contains(&new_head)
|| new_head.0 == 0 || new_head.1 == 0
|| new_head.0 >= WIDTH || new_head.1 >= HEIGHT {
break;
}
// Move the snake
snake.push_front(new_head);
if new_head == food {
food = (
rng.gen_range(1..WIDTH - 1),
rng.gen_range(1..HEIGHT - 1),
);
} else {
snake.pop_back();
}
// --- RENDERING ---
execute!(stdout, cursor::MoveTo(0, 0)).unwrap();
for y in 0..HEIGHT {
for x in 0..WIDTH {
if snake.contains(&(x, y)) {
print!("O");
} else if (x, y) == food {
print!("X");
} else {
print!(" ");
}
}
println!();
}
stdout.flush().unwrap();
}
execute!(stdout, cursor::Show).unwrap();
terminal::disable_raw_mode().unwrap();
println!("Game Over!");
}
Phase | Code Block | What It Does |
---|---|---|
Input | event::poll → match key.code | Reads arrow keys & updates direction |
Update | new_head → snake.push_front | Moves snake in the chosen direction |
Game Logic | if new_head == food / snake.contains(&new_head) | Grows snake or ends game |
Rendering | execute!(stdout, cursor::MoveTo) + loop | Redraws the entire grid in the terminal |
cargo run
Use arrow keys to move. Eat the “X” food, avoid crashing. Press q
to quit.
Your rust game loop is now fully working! You’ve built:
crossterm
This is the engine that powers everything else in your game.
Now that the loop is alive, let’s focus on how the snake moves and how to manage its body in a structured way.
→ Section 7: Implementing Snake Movement with Direction Control
In this rust snake movement section, you’ll modularize movement logic into a clean
Snake
struct, apply direction controls, and prepare for unit testing and debugging.
snake.rs
ModuleCreate a new file inside src/
named snake.rs
and paste the following code.
use std::collections::VecDeque;
/// Direction enum defines which way the snake is currently moving.
/// It will be used to calculate the next head position.
#[derive(Clone, Copy, PartialEq, Debug)]
pub enum Direction {
Up,
Down,
Left,
Right,
}
/// Snake struct holds the entire body and direction of the snake.
/// The body is a VecDeque for fast insertion/removal from both ends.
#[derive(Debug)]
pub struct Snake {
pub body: VecDeque<(u16, u16)>, // Queue of (x, y) coordinates
pub direction: Direction, // Current direction of the snake
}
impl Snake {
/// Creates a new snake starting at the given coordinates.
pub fn new(start_x: u16, start_y: u16) -> Self {
let mut body = VecDeque::new();
body.push_front((start_x, start_y)); // Snake starts with 1 segment
Snake {
body,
direction: Direction::Right, // Default initial direction
}
}
/// Changes direction unless the new direction is directly opposite.
/// Prevents the snake from reversing into itself.
pub fn change_direction(&mut self, new_dir: Direction) {
if self.direction == Direction::Up && new_dir != Direction::Down
|| self.direction == Direction::Down && new_dir != Direction::Up
|| self.direction == Direction::Left && new_dir != Direction::Right
|| self.direction == Direction::Right && new_dir != Direction::Left
{
self.direction = new_dir;
}
}
/// Calculates the next coordinate where the head will move.
/// Does not actually move the snake yet.
pub fn next_head_position(&self) -> (u16, u16) {
let (x, y) = self.body.front().unwrap(); // Current head position
match self.direction {
Direction::Up => (*x, y.saturating_sub(1)),
Direction::Down => (*x, y + 1),
Direction::Left => (x.saturating_sub(1), *y),
Direction::Right => (x + 1, *y),
}
}
/// Moves the snake forward by adding a new head.
/// If `grow` is false, the tail is removed to keep the same length.
pub fn move_forward(&mut self, grow: bool) {
let new_head = self.next_head_position();
self.body.push_front(new_head);
if !grow {
self.body.pop_back(); // Remove tail if not growing
}
}
/// Checks whether the snake's head has collided with its own body.
pub fn is_self_collision(&self) -> bool {
let head = self.body.front().unwrap();
self.body.iter().skip(1).any(|&segment| segment == *head)
}
/// Returns the current head position.
pub fn head(&self) -> (u16, u16) {
*self.body.front().unwrap()
}
/// Checks whether a given position is part of the snake's body.
pub fn contains(&self, pos: &(u16, u16)) -> bool {
self.body.contains(pos)
}
}
At the bottom of snake.rs
, add tests to validate your logic:
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_snake_moves_right_by_default() {
let mut snake = Snake::new(5, 5);
snake.move_forward(false);
assert_eq!(snake.head(), (6, 5)); // moves right by default
}
#[test]
fn test_snake_grows_when_eating() {
let mut snake = Snake::new(5, 5);
snake.move_forward(true); // simulate eating
assert_eq!(snake.body.len(), 2); // grows in length
}
#[test]
fn test_invalid_reverse_direction() {
let mut snake = Snake::new(5, 5);
snake.change_direction(Direction::Left); // Opposite of Right
assert_eq!(snake.direction, Direction::Right); // Should stay the same
}
#[test]
fn test_self_collision_detection() {
let mut snake = Snake::new(5, 5);
snake.move_forward(true);
snake.change_direction(Direction::Down);
snake.move_forward(true);
snake.change_direction(Direction::Left);
snake.move_forward(true);
snake.change_direction(Direction::Up);
snake.move_forward(true); // Collides with self
assert!(snake.is_self_collision());
}
}
Run the tests with:
cargo test
main.rs
In main.rs
, enable the new module:
mod snake;
use snake::{Snake, Direction};
Replace the original snake VecDeque
and movement logic with:
let mut snake = Snake::new(5, 5);
Handle input like this:
if let Event::Key(key) = event::read().unwrap() {
match key.code {
KeyCode::Up => snake.change_direction(Direction::Up),
KeyCode::Down => snake.change_direction(Direction::Down),
KeyCode::Left => snake.change_direction(Direction::Left),
KeyCode::Right => snake.change_direction(Direction::Right),
KeyCode::Char('q') => break,
_ => {}
}
}
Update logic using the new Snake
methods:
let next_head = snake.next_head_position();
let ate_food = next_head == food;
if snake.contains(&next_head)
|| next_head.0 == 0 || next_head.1 == 0
|| next_head.0 >= WIDTH || next_head.1 >= HEIGHT {
break;
}
snake.move_forward(ate_food);
if ate_food {
food = (
rng.gen_range(1..WIDTH - 1),
rng.gen_range(1..HEIGHT - 1),
);
}
You can print the state of the snake during gameplay to help debug:
eprintln!("Snake head: {:?}", snake.head());
eprintln!("Snake direction: {:?}", snake.direction);
Use eprintln!
so it doesn’t interfere with the main game output in the terminal.
With this section complete, you’ve:
Snake
struct with direction, growth, and collision logicThis makes your snake movement logic:
In the next section, you’ll implement dynamic, random food generation using the rand
crate.
→ Section 8: Generating Food with Randomness
In this section, you’ll learn how to implement rust snake food generation using randomness. You’ll place food at random positions and avoid overlaps with the snake.
rand
crate in Rust(x, y)
positions inside the terminal gridrand
Is Added to Cargo.toml
In your Cargo.toml
:
[dependencies]
rand = "0.8"
This crate allows us to generate random numbers using a modern, flexible API.
We’ll add this function in main.rs
for now, but eventually it can be moved into its own module like game.rs
or world.rs
.
use rand::Rng;
/// Generate a random (x, y) position for the food.
/// Ensures that the food is not spawned on top of the snake.
fn generate_food(width: u16, height: u16, snake: &Snake) -> (u16, u16) {
let mut rng = rand::thread_rng();
loop {
// Random values within game boundary
let x = rng.gen_range(1..width - 1);
let y = rng.gen_range(1..height - 1);
let pos = (x, y);
// If the generated position is NOT on the snake, return it
if !snake.contains(&pos) {
return pos;
}
// If it overlaps, try again (loop)
}
}
loop
Random values may occasionally fall on top of the snake. To prevent this, we generate a value and test if it’s valid, repeating until we find a free spot.
You can verify it works by adding this in your game loop temporarily:
eprintln!("New food at: {:?}", food);
This will print where new food is generated every time the snake eats.
Inside your main game loop, when the snake eats food:
if ate_food {
food = generate_food(WIDTH, HEIGHT, &snake);
}
This replaces the previous random logic with a clean, reusable function that avoids bugs like overlapping food.
food = (
rng.gen_range(1..WIDTH - 1),
rng.gen_range(1..HEIGHT - 1),
);
food = generate_food(WIDTH, HEIGHT, &snake);
If you want to move food logic into its own module later:
src/
├── food.rs // add this
Inside food.rs
:
use rand::Rng;
use crate::snake::Snake;
pub fn generate(width: u16, height: u16, snake: &Snake) -> (u16, u16) {
let mut rng = rand::thread_rng();
loop {
let x = rng.gen_range(1..width - 1);
let y = rng.gen_range(1..height - 1);
if !snake.contains(&(x, y)) {
return (x, y);
}
}
}
Then in main.rs
:
mod food;
use food::generate as generate_food;
You now have a reliable, reusable function that:
This completes your rust snake food generation logic!
Now that the snake and food work together properly, it’s time to handle collision detection more formally and implement the game over logic.
→ Section 9: Detecting Collisions in Snake Game
In this section, you’ll implement rust collision detection to determine when the snake hits a wall or itself. This logic will trigger the game over condition.
is_game_over()
functionIf you’d like, add this inside snake.rs
:
/// Checks if the snake's head has collided with the game boundaries
pub fn is_wall_collision(&self, width: u16, height: u16) -> bool {
let (x, y) = self.head();
x == 0 || y == 0 || x >= width || y >= height
}
You already have this method:
pub fn is_self_collision(&self) -> bool
These two functions together form the complete collision detection system.
In main.rs
, right after calculating the snake’s next position, check for collisions:
let next_head = snake.next_head_position();
if snake.contains(&next_head) {
break; // Self-collision
}
if next_head.0 == 0 || next_head.1 == 0 || next_head.0 >= WIDTH || next_head.1 >= HEIGHT {
break; // Wall collision
}
Or, if using the methods from the snake module:
snake.move_forward(ate_food);
if snake.is_self_collision() || snake.is_wall_collision(WIDTH, HEIGHT) {
break;
}
This will exit the loop and trigger the game over state.
To verify that collisions are being detected correctly:
eprintln!("Head position: {:?}", snake.head());
eprintln!("Collision with self? {}", snake.is_self_collision());
eprintln!("Collision with wall? {}", snake.is_wall_collision(WIDTH, HEIGHT));
This helps track down bugs during development.
In snake.rs
, you can already test is_self_collision()
like this:
#[test]
fn test_self_collision_detection() {
let mut snake = Snake::new(5, 5);
snake.move_forward(true); // (6,5)
snake.change_direction(Direction::Down);
snake.move_forward(true); // (6,6)
snake.change_direction(Direction::Left);
snake.move_forward(true); // (5,6)
snake.change_direction(Direction::Up);
snake.move_forward(true); // (5,5) - back to original
assert!(snake.is_self_collision());
}
This validates that self-collision is working as intended.
Your snake game can now detect when:
You’ve successfully implemented rust collision detection using clean, reusable logic inside your modules.
Now that we know when the game should end, it’s time to display a game over message and optionally let the player restart or exit.
→ Section 10: Rendering to Terminal with Crossterm
This section teaches how to implement rust keyboard input using crossterm to control the snake’s direction in real time without blocking the game loop.
crossterm
Snake
modulecrossterm
for InputYou should already have this in your Cargo.toml
:
[dependencies]
crossterm = "0.26"
Now, in your main.rs
or input.rs
, import the necessary modules:
use crossterm::event::{self, Event, KeyCode};
In your main game loop, use event::poll()
with a timeout to avoid blocking.
if event::poll(std::time::Duration::from_millis(100)).unwrap() {
if let Event::Key(key_event) = event::read().unwrap() {
match key_event.code {
KeyCode::Up => snake.change_direction(Direction::Up),
KeyCode::Down => snake.change_direction(Direction::Down),
KeyCode::Left => snake.change_direction(Direction::Left),
KeyCode::Right => snake.change_direction(Direction::Right),
KeyCode::Char('q') => break, // quit the game
_ => {} // ignore other keys
}
}
}
poll()
The poll()
method checks if any input is available within the given time (non-blocking).
Without it, event::read()
would freeze your game until a key is pressed.
input.rs
Create a new file input.rs
:
use crossterm::event::{self, Event, KeyCode};
use crate::snake::{Snake, Direction};
pub fn handle_input(snake: &mut Snake) -> bool {
if event::poll(std::time::Duration::from_millis(100)).unwrap() {
if let Event::Key(key_event) = event::read().unwrap() {
match key_event.code {
KeyCode::Up => snake.change_direction(Direction::Up),
KeyCode::Down => snake.change_direction(Direction::Down),
KeyCode::Left => snake.change_direction(Direction::Left),
KeyCode::Right => snake.change_direction(Direction::Right),
KeyCode::Char('q') => return true, // quit
_ => {}
}
}
}
false
}
Then in main.rs
:
mod input;
use input::handle_input;
if handle_input(&mut snake) {
break; // Quit if 'q' is pressed
}
You can print input events to track what’s happening:
eprintln!("Pressed: {:?}", key_event.code);
This is helpful to confirm which key codes crossterm
is detecting in your terminal.
Already handled in your snake.change_direction()
logic, this ensures:
// From snake.rs
if self.direction == Direction::Up && new_dir != Direction::Down
The snake can’t instantly reverse into itself.
In this section, you’ve added real-time, non-blocking input handling using crossterm
.
You now have:
You’ve mastered rust keyboard input — one of the trickiest parts of CLI games!
Next, we’ll refactor the snake logic with VecDeque
, which you already partially did, but now we’ll organize and finalize that part more cleanly.
→ Section 12: Refactoring with VecDeque: A Smarter Snake in Rust
This section shows how to refactor your rust snake game using VecDeque to optimize snake movement, growth, and tail handling in a clean and efficient way.
VecDeque
is better suited than Vec
for snake-like movementVecDeque
helps manage real-time head/tail updatesSnake
structVecDeque
?VecDeque
is a double-ended queue that lets you efficiently:
Perfect for a snake, which grows from the front and shrinks from the tail as it moves.
Compare:
Action | Vec | VecDeque |
---|---|---|
Add to front | ![]() | ![]() |
Remove from back | ![]() | ![]() |
snake.rs
)If you’ve already added this earlier, great!
Here’s the final version, explained with detailed comments:
use std::collections::VecDeque;
/// Enum for the current direction of the snake
#[derive(Clone, Copy, PartialEq, Debug)]
pub enum Direction {
Up,
Down,
Left,
Right,
}
/// The Snake struct stores the body and movement direction
#[derive(Debug)]
pub struct Snake {
pub body: VecDeque<(u16, u16)>, // The snake’s segments (x, y)
pub direction: Direction,
}
impl Snake {
/// Initializes a new snake at a starting position
pub fn new(start_x: u16, start_y: u16) -> Self {
let mut body = VecDeque::new();
body.push_front((start_x, start_y)); // Place the initial head
Snake {
body,
direction: Direction::Right, // Default direction
}
}
/// Update the movement direction, rejecting reverse movement
pub fn change_direction(&mut self, new_dir: Direction) {
if self.direction == Direction::Up && new_dir != Direction::Down
|| self.direction == Direction::Down && new_dir != Direction::Up
|| self.direction == Direction::Left && new_dir != Direction::Right
|| self.direction == Direction::Right && new_dir != Direction::Left
{
self.direction = new_dir;
}
}
/// Calculates the next head position based on direction
pub fn next_head_position(&self) -> (u16, u16) {
let (x, y) = self.body.front().unwrap();
match self.direction {
Direction::Up => (*x, y.saturating_sub(1)),
Direction::Down => (*x, y + 1),
Direction::Left => (x.saturating_sub(1), *y),
Direction::Right => (x + 1, *y),
}
}
/// Move the snake forward, optionally growing
pub fn move_forward(&mut self, grow: bool) {
let new_head = self.next_head_position();
self.body.push_front(new_head); // Add new head
if !grow {
self.body.pop_back(); // Remove tail if not eating
}
}
/// Check if the head has collided with the body
pub fn is_self_collision(&self) -> bool {
let head = self.body.front().unwrap();
self.body.iter().skip(1).any(|&segment| segment == *head)
}
/// Check if head is outside game bounds
pub fn is_wall_collision(&self, width: u16, height: u16) -> bool {
let (x, y) = self.head();
x == 0 || y == 0 || x >= width || y >= height
}
/// Get current head position
pub fn head(&self) -> (u16, u16) {
*self.body.front().unwrap()
}
/// Check if a given position is part of the body
pub fn contains(&self, pos: &(u16, u16)) -> bool {
self.body.contains(pos)
}
}
main.rs
In your game loop:
let next_head = snake.next_head_position();
let ate_food = next_head == food;
snake.move_forward(ate_food);
if snake.is_self_collision() || snake.is_wall_collision(WIDTH, HEIGHT) {
break;
}
Run this inside tests
or at the bottom of snake.rs
:
#[test]
fn test_snake_vecdeque_movement() {
let mut snake = Snake::new(5, 5);
snake.move_forward(false); // should go right
assert_eq!(snake.head(), (6, 5));
}
Run it:
cargo test
With this refactor, your snake movement is now:
You’ve used VecDeque to build a smarter, faster, and modular Snake in Rust.
Let’s implement the game over screen and restart logic, and give players a way to exit cleanly.
→ Section 13: Implementing Game Over and Restart Feature
This section shows how to implement rust snake game over logic with an option to restart or quit. You’ll display a message, pause the loop, and handle user input after game ends.
r
to restart, q
to quit)This should already be working from previous sections:
if snake.is_self_collision() || snake.is_wall_collision(WIDTH, HEIGHT) {
break; // Game over
}
After this, the main loop exits, but we want to give the user a message and a choice.
Below the loop (outside loop { ... }
), add this code:
use crossterm::{style::Print, cursor::MoveTo};
execute!(
stdout,
cursor::MoveTo(0, HEIGHT + 1),
Print("Game Over! Press R to Restart or Q to Quit.")
).unwrap();
This will print the message just below the game grid.
After the message, wait for player input:
loop {
if event::poll(Duration::from_millis(500)).unwrap() {
if let Event::Key(key_event) = event::read().unwrap() {
match key_event.code {
KeyCode::Char('r') => {
// restart logic goes here
break; // restart
}
KeyCode::Char('q') => {
// exit cleanly
execute!(stdout, cursor::Show).unwrap();
terminal::disable_raw_mode().unwrap();
return; // end the program
}
_ => {}
}
}
}
}
run_game()
FunctionTo allow restarting, move your game logic into a function like this:
fn run_game() {
let mut stdout = stdout();
terminal::enable_raw_mode().unwrap();
execute!(stdout, terminal::Clear(ClearType::All), cursor::Hide).unwrap();
let mut snake = Snake::new(5, 5);
let mut food = generate_food(WIDTH, HEIGHT, &snake);
let mut rng = rand::thread_rng();
loop {
// input + movement + drawing as before...
// break on game over
}
// show game over message
// wait for 'r' or 'q'
}
Then in main()
:
fn main() {
loop {
run_game(); // if 'r' is pressed, we loop and restart
// if 'q' is pressed inside run_game(), it will return and exit
break;
}
}
Or return a flag:
fn run_game() -> bool {
// return true if user wants to restart
}
Then:
fn main() {
while run_game() {}
}
Always restore terminal state at the end:
execute!(stdout, cursor::Show).unwrap();
terminal::disable_raw_mode().unwrap();
You now have a complete game over and restart system:
r
to restart or q
to quitThis creates a polished rust snake game over logic flow that feels complete and user-friendly.
Now it’s time to organize your project into clean, scalable files using modules.
→ Section 14: Rust Project Modularization: Clean Code for Snake Game
In this section, you’ll organize your rust snake game into modules like
snake.rs
,input.rs
, andgame.rs
to improve readability, maintainability, and scalability.
.rs
filesmod
, pub
, and use
for cross-module accessmain.rs
As your project grows, having everything in main.rs
becomes:
By breaking the code into logical modules, you make it easier to:
Read
Reuse
Test
Expand (e.g., add GUI, sound, scoring)
Here’s the structure we’ll aim for:
src/
├── main.rs # Game entry point & loop
├── snake.rs # Snake struct, movement, collision
├── input.rs # Keyboard input
├── food.rs # Food generation logic
└── game.rs # Game loop, restart logic, game over
You can start by creating these files manually, or using terminal:
touch src/snake.rs src/input.rs src/food.rs src/game.rs
main.rs
In main.rs
, at the top:
mod snake;
mod input;
mod food;
mod game;
use crate::game::run_game;
snake.rs
Holds the Snake
struct, Direction
enum, and movement logic
(Already covered in Section 7 & 12)
input.rs
use crossterm::event::{self, Event, KeyCode};
use crate::snake::{Snake, Direction};
pub fn handle_input(snake: &mut Snake) -> bool {
if event::poll(std::time::Duration::from_millis(100)).unwrap() {
if let Event::Key(key_event) = event::read().unwrap() {
match key_event.code {
KeyCode::Up => snake.change_direction(Direction::Up),
KeyCode::Down => snake.change_direction(Direction::Down),
KeyCode::Left => snake.change_direction(Direction::Left),
KeyCode::Right => snake.change_direction(Direction::Right),
KeyCode::Char('q') => return true,
_ => {}
}
}
}
false
}
food.rs
use rand::Rng;
use crate::snake::Snake;
pub fn generate_food(width: u16, height: u16, snake: &Snake) -> (u16, u16) {
let mut rng = rand::thread_rng();
loop {
let x = rng.gen_range(1..width - 1);
let y = rng.gen_range(1..height - 1);
let pos = (x, y);
if !snake.contains(&pos) {
return pos;
}
}
}
game.rs
This will hold the entire game loop and game over logic:
use crossterm::{
cursor::{Hide, MoveTo, Show},
event::{self, Event, KeyCode},
execute,
style::Print,
terminal::{self, ClearType},
};
use std::{
io::{stdout, Write},
thread,
time::Duration,
};
use crate::{food::generate_food, input::handle_input, snake::{Snake, Direction}};
const WIDTH: u16 = 20;
const HEIGHT: u16 = 10;
pub fn run_game() -> bool {
let mut stdout = stdout();
terminal::enable_raw_mode().unwrap();
execute!(stdout, ClearType::All, Hide).unwrap();
let mut snake = Snake::new(5, 5);
let mut food = generate_food(WIDTH, HEIGHT, &snake);
loop {
if handle_input(&mut snake) {
break;
}
let next_head = snake.next_head_position();
let ate = next_head == food;
snake.move_forward(ate);
if snake.is_self_collision() || snake.is_wall_collision(WIDTH, HEIGHT) {
break;
}
if ate {
food = generate_food(WIDTH, HEIGHT, &snake);
}
execute!(stdout, MoveTo(0, 0)).unwrap();
for y in 0..HEIGHT {
for x in 0..WIDTH {
if snake.contains(&(x, y)) {
print!("O");
} else if (x, y) == food {
print!("X");
} else {
print!(" ");
}
}
println!();
}
stdout.flush().unwrap();
thread::sleep(Duration::from_millis(100));
}
execute!(
stdout,
MoveTo(0, HEIGHT + 1),
Print("Game Over! Press R to Restart or Q to Quit.")
).unwrap();
loop {
if event::poll(Duration::from_millis(500)).unwrap() {
if let Event::Key(key_event) = event::read().unwrap() {
match key_event.code {
KeyCode::Char('r') => return true,
KeyCode::Char('q') => {
execute!(stdout, Show).unwrap();
terminal::disable_raw_mode().unwrap();
return false;
}
_ => {}
}
}
}
}
}
main.rs
mod snake;
mod input;
mod food;
mod game;
fn main() {
while game::run_game() {}
}
You now have a fully modularized Rust Snake Game!
This structure gives you:
You’ve mastered rust project modularization and are ready for final polish!
Next, let’s finish strong with visuals, UI tweaks, and little features that make the terminal experience feel great.
→ Section 15: Polishing the Terminal Snake Game (UI + Final Touches)
In this section, you’ll improve the polish of your rust terminal snake game by adding borders, messages, screen clearing, and other UI tweaks for a better experience.
Update the drawing logic inside your game loop in game.rs
:
execute!(stdout, MoveTo(0, 0)).unwrap();
for y in 0..=HEIGHT {
for x in 0..=WIDTH {
let ch = if x == 0 || x == WIDTH || y == 0 || y == HEIGHT {
"#" // Draw walls
} else if snake.contains(&(x, y)) {
"O" // Snake body
} else if (x, y) == food {
"X" // Food
} else {
" " // Empty space
};
print!("{}", ch);
}
println!();
}
#
represents bordersO
represents snakeX
represents foodRight below the game board, show the current score:
let score = snake.body.len() - 1;
execute!(
stdout,
MoveTo(0, HEIGHT + 1),
Print(format!("Score: {}", score))
).unwrap();
You can also track the highest score using a mutable variable.
Before rendering each new frame, clear the screen fully:
use crossterm::terminal::Clear;
execute!(stdout, Clear(ClearType::All)).unwrap();
Then continue with MoveTo(0, 0)
and your drawing loop.
This removes flickering and leftover characters.
You can also:
crossterm::style::Color
WASD / Arrow Keys: Move | Q: Quit
MoveTo(x, y)
dynamicallyuse crossterm::style::{Color, SetForegroundColor, ResetColor};
execute!(stdout, SetForegroundColor(Color::Red)).unwrap();
print!("X");
execute!(stdout, ResetColor).unwrap();
After game over, show:
Game Over! Your score: 12
Press R to Restart or Q to Quit.
And allow immediate keypress (already handled in Section 13).
You’ve now given your terminal snake game:
These subtle details transform a “working project” into a “playable game.”
You’ve completed the UI polish phase of your Rust Snake Game!
In the last section, we’ll look at how to transition this terminal game into a GUI version using engines like ggez
or macroquad
.
→ Section 16: Expanding to GUI – Rust Snake Game with ggez or macroquad
In this final section, you’ll learn how to transition your Rust Snake Game into a graphical window using game engines like ggez and macroquad for visual upgrades.
ggez
and macroquad
Feature | ggez | macroquad |
---|---|---|
Style | SDL2-like, low-level | Web-friendly, minimalist |
Platform | Native (desktop only) | Native + WASM (runs in browser) |
Language feel | Similar to other 2D engines | Similar to PICO-8 or Love2D |
Rendering | Sprite, shapes, canvas | Built-in draw functions |
Input Handling | KeyEvent system | is_key_down() polling |
Learning curve | Steeper | Beginner friendly |
We’ll show an outline using macroquad
since it’s easier to get started, and doesn’t require event loops or manual canvas control.
macroquad
)macroquad
to Cargo.toml
[dependencies]
macroquad = "0.3"
Replace main.rs
contents with a macroquad
-compatible version.
use macroquad::prelude::*;
use std::collections::VecDeque;
const GRID_SIZE: f32 = 20.0;
const WIDTH: i32 = 20;
const HEIGHT: i32 = 20;
#[derive(Clone, Copy, PartialEq)]
enum Direction {
Up,
Down,
Left,
Right,
}
struct Snake {
body: VecDeque<(i32, i32)>,
dir: Direction,
}
impl Snake {
fn new() -> Self {
let mut body = VecDeque::new();
body.push_back((10, 10));
Snake {
body,
dir: Direction::Right,
}
}
fn head(&self) -> (i32, i32) {
*self.body.front().unwrap()
}
fn move_forward(&mut self, grow: bool) {
let (x, y) = self.head();
let new_head = match self.dir {
Direction::Up => (x, y - 1),
Direction::Down => (x, y + 1),
Direction::Left => (x - 1, y),
Direction::Right => (x + 1, y),
};
self.body.push_front(new_head);
if !grow {
self.body.pop_back();
}
}
fn change_dir(&mut self, new_dir: Direction) {
if (self.dir == Direction::Up && new_dir != Direction::Down)
|| (self.dir == Direction::Down && new_dir != Direction::Up)
|| (self.dir == Direction::Left && new_dir != Direction::Right)
|| (self.dir == Direction::Right && new_dir != Direction::Left)
{
self.dir = new_dir;
}
}
fn draw(&self) {
for (x, y) in &self.body {
draw_rectangle(
*x as f32 * GRID_SIZE,
*y as f32 * GRID_SIZE,
GRID_SIZE,
GRID_SIZE,
GREEN,
);
}
}
fn is_collision(&self) -> bool {
let head = self.head();
self.body.iter().skip(1).any(|&p| p == head)
}
}
#[macroquad::main("Snake Game GUI")]
async fn main() {
let mut snake = Snake::new();
let mut food = (5, 5);
let mut frame_timer = 0.0;
loop {
clear_background(BLACK);
// Handle input
if is_key_pressed(KeyCode::Up) {
snake.change_dir(Direction::Up);
} else if is_key_pressed(KeyCode::Down) {
snake.change_dir(Direction::Down);
} else if is_key_pressed(KeyCode::Left) {
snake.change_dir(Direction::Left);
} else if is_key_pressed(KeyCode::Right) {
snake.change_dir(Direction::Right);
}
// Move snake every 0.15 sec
frame_timer += get_frame_time();
if frame_timer > 0.15 {
let grow = snake.head() == food;
snake.move_forward(grow);
if grow {
use rand::Rng;
let mut rng = rand::thread_rng();
food = (rng.gen_range(0..WIDTH), rng.gen_range(0..HEIGHT));
}
if snake.is_collision() {
break;
}
frame_timer = 0.0;
}
// Draw food
draw_rectangle(
food.0 as f32 * GRID_SIZE,
food.1 as f32 * GRID_SIZE,
GRID_SIZE,
GRID_SIZE,
RED,
);
// Draw snake
snake.draw();
next_frame().await;
}
}
draw_rectangle()
is_key_pressed()
next_frame().await
You’ve now transitioned your CLI-based Snake Game to a full GUI Snake Game in Rust, complete with:
You’ve completed the final milestone of this project
macroquad::audio
You’ve built a complete, modular, testable, and expandable Snake Game in Rust —
from raw terminal interface to polished GUI.
This is no longer a beginner exercise — it’s a fully fledged mini-game engine that you can now share, tweak, or even deploy on the web.
The Rust Snake Game is a terminal-based version of the classic Snake game built using the Rust programming language. It’s a perfect beginner project for learning Rust fundamentals like game loops, input handling, and data structures.
Not necessarily. This project starts from scratch and explains every step, making it beginner-friendly—even if you’re new to Rust or game development.
VecDeque offers efficient O(1) operations at both ends, which is ideal for snake movement where you frequently add to the front (head) and remove from the back (tail).
Collision is detected by checking if the snake’s head overlaps with the wall boundaries or its own body. If either occurs, the game ends.
We use the crossterm
crate to detect key presses asynchronously, allowing real-time control of the snake using arrow keys or WASD.
Using the rand
crate, a random position is generated and checked against the snake’s current body. If it overlaps, a new position is generated until it’s valid.
Yes. The game includes restart logic: after a game over, the player can press R
to restart or Q
to quit. The game resets cleanly using a loop.
You can use macroquad
or ggez
to render the game in a graphical window. Logic remains mostly the same, but drawing and input handling switch to graphical APIs.
Absolutely. It demonstrates understanding of Rust, real-time logic, data structures, modularization, testing, and UI—making it an impressive project to showcase.
The project is modularized into files like snake.rs
, input.rs
, food.rs
, and game.rs
. This improves readability, testing, and future feature expansion.
Yes, especially if you convert it to a GUI using macroquad
, which supports WASM. You can compile it for the web and host it as a playable Rust browser game.
Imagine waking up in a beachside bungalow in Bali, grabbing a smoothie bowl, and then opening your laptop to start your workday—all while listening to the sound of waves. No commute. No office politics. Just your work, your schedule, and the freedom to roam.
That’s the allure of becoming a digital nomad. But for many, the big question remains: how to become a digital nomad?
The digital nomad lifestyle isn’t just for influencers or tech wizards. In fact, more people than ever—freelancers, remote employees, small business owners—are learning how to become a digital nomad and live life on their own terms. Whether you’re stuck in a 9-to-5 routine or already working remotely but crave adventure, this guide will help you take the leap.
In the following sections, we’ll break down how to become a digital nomad, including practical steps, essential tools, and the best countries to start your journey in 2025. This isn’t about daydreaming—it’s about designing a lifestyle of freedom, purpose, and flexibility.
Let’s explore everything you need to know to go remote, go global, and go free.
Not sure where to begin your journey? Check out this list of top digital nomad cities for 2025—plus real-world success stories of no-code entrepreneurs thriving around the globe.
Before diving into how to become a digital nomad, it’s important to understand what the term actually means.
A digital nomad is someone who works remotely while continuously traveling and living in different locations. Unlike traditional remote workers who stay put, digital nomads move between cities, countries, or even continents—blending their careers with exploration and cultural immersion.
This lifestyle is made possible by the internet and the rise of location-independent jobs. All you really need is a laptop, stable Wi-Fi, and the ability to work online. Whether you’re a freelance graphic designer, a software developer, a virtual assistant, or an online English teacher, if your job can be done online, you can become a digital nomad.
But how to become a digital nomad isn’t just about picking up your laptop and flying to a faraway land. It’s a mindset shift. It’s about designing your life with intention, balancing freedom with responsibility, and adapting to new environments regularly.
Let’s look at some common characteristics of digital nomads:
Characteristic | Description |
---|---|
Location Independence | Ability to work from anywhere with internet access |
Flexibility in Schedule | Freedom to choose when and how long to work |
Minimalism & Mobility | Preferring fewer possessions to travel light and stay mobile |
Cultural Curiosity | Interest in experiencing different cultures and ways of life |
Self-Motivation | Ability to stay focused without direct supervision or an office |
If you’re nodding along and feel excited, you’re already halfway to understanding how to become a digital nomad. The next step? Learning the exact process to make it happen.
So, you’re inspired and ready to start your journey—but how to become a digital nomad in a practical sense? It doesn’t happen overnight, but with the right preparation, you can build a sustainable, flexible lifestyle that lets you work from anywhere.
Here’s a step-by-step guide to becoming a successful digital nomad in 2025:
The first step in how to become a digital nomad is having a skill you can monetize online. Ask yourself: What can I do with just a laptop and internet connection?
Popular remote-friendly skills include:
If you’re new to remote work, consider taking online courses to upskill. Platforms like Coursera, Udemy, or Skillshare are great places to start.
You’ll need a way for clients or employers to find you. Set up:
Your personal brand is your online identity. The more polished and trustworthy it looks, the more opportunities you’ll attract.
Start small. Offer your services to friends, or take on a few freelance gigs to build a track record. Consider:
This phase is crucial to ease into the lifestyle before going fully nomadic.
One of the most overlooked parts of how to become a digital nomad is money. Set a goal to save at least 3–6 months of expenses before hitting the road.
Also, plan for:
Create a monthly budget that includes travel, accommodation, and workspace costs.
Your first destination matters. Pick a location with:
Best Cities for First-Time Digital Nomads (2025):
City | Country | Why It’s Ideal for Beginners |
---|---|---|
Lisbon | Portugal | Affordable, sunny, and great digital nomad scene |
Chiang Mai | Thailand | Inexpensive, welcoming, and full of co-working hubs |
Medellín | Colombia | Beautiful weather, low costs, and friendly locals |
Tbilisi | Georgia | Visa-free for many countries and fast internet |
If you’re serious about learning how to become a digital nomad, having the right tools isn’t optional—it’s essential. From staying connected to managing international payments, the digital nomad lifestyle requires a tech-savvy approach. Here’s a detailed look at the must-have apps, platforms, and services that support a smooth, secure, and productive nomadic life.
Managing multiple tasks across different time zones can get overwhelming. That’s why having an efficient digital workspace is crucial.
Being a digital nomad often means working with clients, teammates, or partners across various countries. Clear, reliable communication is key.
Learning how to become a digital nomad also means understanding how to get paid globally, avoid excessive fees, and manage multiple currencies.
Security is one of the most overlooked parts of how to become a digital nomad, yet it’s vital when working from public cafés, airports, or shared spaces.
Having these tools in your digital toolbox will not only make life easier but will also help you transition smoothly as you figure out how to become a digital nomad. From productivity and communication to finance and security, these services empower you to work from anywhere with confidence.
By now, you’ve learned the essential steps, tools, and mindset behind how to become a digital nomad. But here’s the big question: is this lifestyle really for you?
The digital nomad life is exciting, liberating, and full of opportunities—but it’s not without its challenges. You’ll need to be adaptable, disciplined, and open to constant change. Living out of a suitcase, navigating visa policies, and dealing with inconsistent internet may test your patience. But for those who crave freedom, cultural exploration, and a more intentional life, it’s absolutely worth it.
What makes the digital nomad lifestyle so compelling isn’t just the travel—it’s the control over your time, your environment, and ultimately, your happiness. Whether you’re freelancing in Southeast Asia, working remotely from Europe, or building a business from South America, you’re no longer limited by location.
So if you’ve been wondering how to become a digital nomad, remember this: you don’t need to have it all figured out. Start small, build your skills, plan wisely, and take the leap when you’re ready. You’ll never regret choosing a life on your own terms.
]]>
The world is waiting. All you have to do is start.
Introduction: The Rise of AI and the Future of Work
AI replacement jobs 2025 is no longer a theoretical topic—it’s a reality that is already shaping industries around the world. Artificial Intelligence (AI) has moved beyond science fiction and into our everyday lives, transforming everything from the smartphones we use to the logistics networks that keep global commerce running. As this technology continues to evolve, it’s becoming increasingly clear that some jobs are at high risk of being automated, while others remain safe — for now.
In this comprehensive guide, we’ll explore which careers are most vulnerable to AI disruption in 2025, and which ones are likely to stand the test of time. Whether you’re planning your career path, considering a job change, or simply curious about the future of work, understanding the landscape of AI replacement jobs in 2025 is more crucial than ever.
But beyond the convenience it offers, AI also raises a critical question: What will happen to our jobs? As machines become smarter, faster, and more efficient, many fear that they could replace human workers altogether.
This fear isn’t entirely unfounded. In recent years, we’ve seen AI successfully perform tasks once thought to require human intelligence. Virtual assistants can now handle customer inquiries. Algorithms write reports, grade essays, and even generate music and art. In industries like manufacturing, retail, and finance, automation is already reducing the need for human labor in certain roles.
Yet, the story isn’t all doom and gloom.
The truth is more nuanced: while some jobs will indeed be replaced, others will be augmented by AI, and entirely new jobs will emerge that we haven’t even imagined yet. The key to navigating this transition lies in understanding the capabilities of AI — what it can and cannot do — and aligning our careers accordingly.
This article aims to explore the current landscape of AI in the workforce as we move into 2025. We’ll break down which jobs are at high risk of automation, which roles remain firmly in the human domain, and what skills will be most valuable in an AI-driven economy.
Whether you’re a student planning your future, a professional considering a career change, or simply someone intrigued by the rapid advancement of technology, this guide will provide clarity and insight into one of the most important questions of our time: Will AI take my job?
The influence of artificial intelligence (AI) on the modern workplace is both profound and accelerating. Over the past decade, we’ve witnessed AI transition from an experimental technology to a practical tool integrated into everyday business operations. As we step into 2025, its role has evolved far beyond simple automation — AI is now reshaping how we work, who we work with, and the very nature of jobs themselves.
One of the most immediate impacts of AI has been in the automation of repetitive and predictable tasks. Jobs that involve data entry, scheduling, report generation, and simple customer interactions are increasingly being handled by AI-powered systems. For example:
These developments free up human workers from mundane tasks, allowing them to focus on more strategic, creative, and interpersonal responsibilities.
AI is also transforming how organizations make decisions. Machine learning algorithms analyze massive datasets to identify trends, forecast outcomes, and recommend actions. This is especially valuable in fields such as:
These AI systems aren’t just tools — they’re becoming trusted decision-making partners in many industries.
Rather than replacing humans outright, AI is increasingly collaborating with us. This model of “human-AI teaming” allows machines to handle data-heavy or precision-based elements of a task, while humans apply judgment, ethics, and emotional understanding. A great example of this is in medicine, where AI assists doctors in diagnosing illnesses, but the final decision and patient interaction remains human-led.
In journalism, AI might generate a first draft of a news report, but a human editor will refine the tone and check for bias. In design, AI tools can create templates or analyze aesthetics, but the creative direction still comes from human intuition.
Perhaps the most profound change is how AI is redefining what “work” means. Traditional job descriptions are evolving to include AI fluency as a key skill. Employees are expected not only to do their jobs but to leverage AI to do them better. As a result, we’re seeing a demand for new hybrid roles such as:
This shift doesn’t just require technical knowledge — it also demands adaptability, continuous learning, and the willingness to embrace change.
Not all jobs are created equal when it comes to their vulnerability to automation. In 2025, several occupations face a particularly high risk of being replaced or significantly transformed by artificial intelligence. These are typically roles that are repetitive, rule-based, and involve minimal interpersonal interaction or creative thinking.
AI systems thrive in structured environments. They don’t get tired, don’t make human errors, and can process massive amounts of information at lightning speed. As a result, industries that rely heavily on routine and predictability are feeling the pressure.
Let’s break down the categories of high-risk jobs and understand why they’re especially vulnerable.
AI-powered chatbots and virtual assistants have reached a level of sophistication where they can handle the majority of customer inquiries — from tracking packages to troubleshooting basic technical problems. Natural language processing (NLP) allows these bots to understand and respond to human language with increasing nuance.
Manual data entry is one of the first areas AI began to automate. Optical character recognition (OCR) and robotic process automation (RPA) allow systems to extract, interpret, and input data with speed and accuracy that surpass human capability.
From self-checkout stations in supermarkets to AI-powered kiosks in fast food chains, the retail and food service industries are rapidly moving toward automation. Robots can now prepare food, handle payments, and even deliver meals.
AI can be programmed to conduct outbound sales calls, follow scripts, and even adjust messaging based on the customer’s tone or responses. Machine learning helps refine approaches for better conversion rates over time.
With the rise of autonomous vehicles and drones, jobs such as truck drivers, delivery personnel, and taxi drivers are on the automation radar. Although legal and ethical hurdles still exist, the technology is catching up fast.
Job Title | Key Reason for Risk | AI Capabilities Used |
---|---|---|
Customer Service Agent | Repetitive inquiries, 24/7 demand | Chatbots, NLP |
Data Entry Clerk | Structured data input | OCR, RPA |
Retail Cashier | Simple transactional interactions | Self-checkout, AI payment systems |
Telemarketer | Scripted conversations, high volume | Voice AI, predictive analytics |
Fast Food Worker | Routine food prep and service | AI kiosks, robot chefs |
Delivery Driver | Predictable routing, time-sensitive delivery | Autonomous vehicles, drones |
While AI continues to automate a growing number of tasks, there are still many professions that remain safe — at least for now. These jobs tend to involve human qualities that are incredibly difficult for machines to replicate: empathy, intuition, creativity, and moral reasoning. In fact, many of these roles may become even more valuable in an AI-driven future because they offer what AI cannot.
Let’s take a closer look at the characteristics that make certain jobs AI-resistant, and which professions are expected to stay strong in the job market through and beyond 2025.
Healthcare requires a deeply human touch. Whether it’s comforting a patient, diagnosing a complex condition based on subtle symptoms, or making ethical decisions during surgery, these are tasks no algorithm can handle alone.
Even though AI tools assist in diagnostics and data analysis, the final decisions and patient communication remain in human hands.
While AI can support learning — through automated quizzes, personalized learning paths, and grading — it cannot replace the mentorship, inspiration, and emotional connection that a good teacher provides. Education is not just about delivering facts; it’s about helping students think critically, ask questions, and grow as individuals.
Psychologists, therapists, counselors, and social workers rely on emotional intuition and complex human interactions. People dealing with trauma, depression, or anxiety often need compassionate presence, not just analysis.
AI can generate content — images, articles, and even music — but it still lacks true creativity, emotional context, and cultural insight. Originality, storytelling, and artistic expression come from lived experience and human emotion.
Jobs like electricians, plumbers, carpenters, and mechanics require fine motor skills, adaptability, and on-the-spot problem solving. AI robots aren’t yet capable of operating effectively in unpredictable environments, especially when tools, materials, and conditions vary.
Job Title | Core Human Element | Reason AI Can’t Replace It |
---|---|---|
Doctor/Nurse | Empathy, ethics, diagnosis | Human decisions impact lives |
Teacher/Educator | Mentorship, communication | Adapts to each student’s needs |
Therapist/Counselor | Emotional intelligence, active listening | Builds trust and personal connection |
Artist/Writer/Designer | Creativity, cultural awareness | Originates unique ideas |
Electrician/Plumber | Manual skill, on-site problem-solving | Adapts to dynamic conditions |
The rise of artificial intelligence isn’t a distant possibility — it’s already here, and it’s reshaping the way we live and work. As we’ve seen, while many jobs are under threat from automation, others remain deeply rooted in uniquely human capabilities. The key takeaway? Adaptability is everything.
Whether your job is at high risk of being replaced or comfortably safe for now, preparing for the future means staying one step ahead. Here are practical, actionable ways to future-proof your career in the age of AI:
AI may be able to perform calculations and write reports, but it still lacks empathy, creativity, intuition, and ethical reasoning. These are your most powerful assets. Focus on building:
These skills are highly valued and difficult for machines to replicate.
In a world where technology changes rapidly, the most successful professionals will be those who never stop learning. Whether through online courses, certifications, or hands-on experience, make it a habit to regularly upgrade your skills.
Key areas to consider:
Instead of viewing AI as a threat, think of it as a powerful partner. Professionals who learn to work alongside AI tools will outperform those who ignore them. This is especially true in hybrid roles like:
The future workforce won’t be AI or human — it will be AI-augmented humans.
Freelancing, remote work, and gig-based careers are rising thanks to AI and digital platforms. Be open to non-traditional employment models and focus on building a flexible, transferable skillset.
AI isn’t here to destroy jobs — it’s here to change them. Some roles will fade away, others will transform, and entirely new ones will emerge. By focusing on what makes us uniquely human and embracing technology rather than resisting it, we can not only survive the AI revolution — we can thrive in it.
Remember: the future of work doesn’t belong to machines. It belongs to people who know how to use them wisely.
If you’re also curious about where the future of work is heading, especially for digital entrepreneurs, check out this in-depth guide to the best digital nomad cities in 2025 and how to build a successful no-code business. It’s the perfect follow-up read if you’re thinking beyond traditional career paths.
1. Forbes – 11 Jobs AI Could Replace In 2025—And 15+ That Are Safe https://www.forbes.com/sites/rachelwells/2025/03/10/11-jobs-ai-could-replace-in-2025-and-15-jobs-that-are-safe
→ This article explores both high-risk jobs and AI-proof careers with detailed insights for 2025.
2. U.S. Career Institute – 65 Jobs with the Lowest Risk of AI and Robot Automation https://www.uscareerinstitute.edu/blog/65-jobs-with-the-lowest-risk-of-automation-by-ai-and-robots
→ A comprehensive list of 65 low-risk careers, including salary info and growth prospects, resistant to AI disruption.
3. Vault – AI-Proof Jobs for 2025: Careers Technology Won’t Replace https://www.vault.com/blogs/salary-and-benefits/ai-proof-jobs-for-2025-careers-technology-won-t-replace
→ This guide outlines creative, skilled, and emotionally intelligent roles that are unlikely to be replaced by AI.
Rust MUD Game was already fun in the last lesson — we built a simple world made of rooms.
You could walk around using commands like "go north"
or "go east"
.
Each room had a name, a little story, and paths leading to other rooms.
If you haven’t read Part 1 yet, check it out to understand how the core map system was built — this article builds directly on that foundation.
That was cool. But… something was missing.
What is a world without excitement? Without danger? Without adventure?
So now, in Part 2, we will add something exciting: monsters.
Imagine you’re in a dark forest, and suddenly… a goblin jumps out!
You can’t just walk around anymore. You must decide: run, fight, or maybe talk?
This part will teach you:
Because it teaches your program to:
That’s called interaction.
Instead of just moving around, now the game answers back when you do something.
Are you ready to make your world come alive?
Let’s go step by step.
In a game, a monster is not scary lines of code. It’s just a collection of information.
Let’s think of a monster like a character in a story. It has:
In Rust, we use a struct to group related information together.
It’s like a box where we can store all the monster’s details in one place.
Here’s what the code looks like:
#[derive(Clone)]
struct Monster {
name: String,
health: i32,
damage: i32,
}
Let’s explain it line by line:
#[derive(Clone)]
– This means we can copy the monster if we want to use the same kind in many rooms.struct Monster { ... }
– This makes a blueprint called Monster
.{}
, we write what the monster knows about itself:
name
: a word like "Goblin"
or "Dragon"
health
: a number like 30 or 100 (how much life it has)damage
: a number like 5 or 10 (how much it hurts you when it attacks)“This is a Goblin. It has 30 health points. When it attacks, it deals 5 damage.”
That sentence becomes:
Monster {
name: "Goblin".to_string(),
health: 30,
damage: 5,
}
Easy, right?
We want to add monsters to our map.
So now we’ll update our Room
struct from Part 1.
We add a new line to the room:
struct Room {
name: String,
description: String,
exits: HashMap<String, String>,
monster: Option<Monster>,
}
Let’s break it down:
monster: Option<Monster>
– This means:
Option
? Because not every room is dangerous. Some are safe!This way, the game can check:
“Is there a monster here?” If yes → show it. If no → move on.
What are we doing logically?
FOR each room IN the game:
IF we want it to be dangerous:
PUT a monster in it
ELSE:
Leave it empty
This is how we teach the computer to think like a game designer.
It means:
“I want to put a Goblin in the Dark Forest room.”
In programming, we don’t draw the goblin — we tell the computer that:
Let’s walk through how to do that using Rust code!
In Part 1, we made a HashMap that holds all the rooms.
Think of it like a big notebook:
"forest"
Room
with its detailsLet’s add a new room called "forest"
that includes a monster.
rooms.insert("forest".to_string(), Room {
name: "Dark Forest".to_string(),
description: "A shadowy forest with rustling leaves.".to_string(),
exits: hashmap! {
"south".to_string() => "village".to_string()
},
monster: Some(Monster {
name: "Goblin".to_string(),
health: 30,
damage: 5,
}),
});
Let’s break that down:
"forest"
is the ID for the room"Dark Forest"
is the name that the player sees"south"
→ "village"
means there’s a way to go southmonster: Some(Monster { ... })
means:
Some()
work?In Rust, Some(monster)
means the room has a monster.
If we used None
, it would mean no monster.
So now our logic looks like this:
If room.monster is Some(Monster):
Show the monster
Allow fight
Else:
Room is safe
Here’s what your game now knows how to do:
1. Player enters a room.
2. Game checks: Is there a monster?
3. If yes:
- Show the monster’s name
- Save its health and damage
4. If no:
- Say “This room is peaceful.”
You’ve just made your map come alive!
Now rooms are not just empty boxes — some are dangerous, and some are safe zones.
attack
CommandIn our game, the player types commands like:
"go north"
"look"
"attack"
Each command tells the computer: do something.
So "attack"
means:
“If there’s a monster here, I want to hit it!”
Let’s learn how to teach our game what to do when someone types "attack"
.
In Rust, you probably have something like this in your code:
match command.as_str() {
"go" => { ... }
"look" => { ... }
_ => println!("Unknown command."),
}
Now, let’s add "attack"
to this match
block.
"attack" => {
if let Some(room) = rooms.get_mut(current_room) {
if let Some(monster) = &mut room.monster {
println!("You attack the {}!", monster.name);
monster.health -= 10;
if monster.health <= 0 {
println!("You defeated the {}!", monster.name);
room.monster = None;
} else {
println!("The {} hits you back for {} damage!", monster.name, monster.damage);
// (Optional) You could add player health here!
}
} else {
println!("There is nothing to attack here.");
}
}
}
Let’s break this down:
Line | What It Means |
---|---|
if let Some(room) = rooms.get_mut(current_room) | Look up the room you’re in |
if let Some(monster) = &mut room.monster | Check if a monster is in the room |
println!("You attack the {}!", monster.name); | Show the action to the player |
monster.health -= 10; | Reduce the monster’s health by 10 |
if monster.health <= 0 | Is the monster dead? |
room.monster = None; | Remove the monster from the room |
else { ... } | If still alive, the monster attacks back! |
1. Player types “attack”
2. Game checks the current room
3. If there’s a monster:
- Player hits monster (reduce health)
- If health is 0 or less → monster dies
- Else → monster hits back!
4. If no monster → show a message
Now when you play the game:
"forest"
room"attack"
multiple times Boom! You just built your first battle system!
println!(“It has {} health and does {} damage.”, monster.health, monster.damage);
Right now, the only way the player knows a monster is there is if they type "attack"
.
But that’s not very fun, right?
What if the game could say:
“A wild Goblin appears!”
…as soon as you enter the room?
That way, the room feels alive, and the player knows there’s a choice to make:
fight, run, or prepare.
Whenever a player enters a room (like after typing "go north"
), you probably already show them the room’s name and description:
println!("You are in the {}.", room.name);
println!("{}", room.description);
Now we add this check right after:
if let Some(monster) = &room.monster {
println!("⚠ A wild {} appears!", monster.name);
}
In your "go"
command (or room display function), just after loading the new room:
if let Some(room) = rooms.get(current_room) {
println!("You are in the {}.", room.name);
println!("{}", room.description);
// 👇 Monster alert!
if let Some(monster) = &room.monster {
println!("⚠ A wild {} appears!", monster.name);
}
}
This makes the game feel more responsive and exciting.
1. Player moves into a room
2. Show the room’s name and description
3. Check if a monster is inside
4. If yes → show a message like “A monster is here!”
You can also add this for extra clarity:
println!("It has {} health and does {} damage.", monster.health, monster.damage);
So the player knows what they’re facing!
Let’s take a deep breath and look at what we’ve created in Part 2:
Monster
struct with name, health, and damageOption<Monster>
"attack"
to fight the monsteruse std::collections::HashMap;
use std::io;
#[derive(Clone)]
struct Monster {
name: &'static str,
health: i32,
damage: i32,
}
struct Room {
name: &'static str,
description: &'static str,
north: Option<&'static str>,
south: Option<&'static str>,
east: Option<&'static str>,
west: Option<&'static str>,
monster: Option<Monster>,
}
fn main() {
let mut rooms = HashMap::new();
rooms.insert("Mountains", Room {
name: "Mountains",
description: "You are high in the rocky mountains.",
north: None,
south: Some("Forest"),
east: None,
west: None,
monster: None,
});
rooms.insert("Forest", Room {
name: "Forest",
description: "You are standing in a dense, dark forest.",
north: Some("Mountains"),
south: Some("Abandoned Village"),
east: Some("Cave"),
west: None,
monster: Some(Monster {
name: "Goblin",
health: 30,
damage: 5,
}),
});
rooms.insert("Cave", Room {
name: "Cave",
description: "You are inside a damp cave.",
north: None,
south: None,
east: Some("Lake"),
west: Some("Forest"),
monster: None,
});
rooms.insert("Lake", Room {
name: "Lake",
description: "You stand by a clear, blue lake.",
north: None,
south: None,
east: None,
west: Some("Cave"),
monster: None,
});
rooms.insert("Abandoned Village", Room {
name: "Abandoned Village",
description: "You are in an abandoned, silent village.",
north: Some("Forest"),
south: Some("Old Temple"),
east: None,
west: None,
monster: None,
});
rooms.insert("Old Temple", Room {
name: "Old Temple",
description: "You are in the ruins of an ancient temple.",
north: Some("Abandoned Village"),
south: None,
east: Some("Desert"),
west: None,
monster: None,
});
rooms.insert("Desert", Room {
name: "Desert",
description: "You wander a vast, hot desert.",
north: None,
south: None,
east: None,
west: Some("Old Temple"),
monster: None,
});
let mut current_location = "Forest";
println!("🏕 Welcome to the Rust MUD Game!");
println!("Type 'north', 'south', 'east', 'west' to move, 'attack' to fight, or 'quit' to exit.");
loop {
let room = rooms.get(current_location).unwrap();
println!("\n📍 Location: {}", room.name);
println!("{}", room.description);
if let Some(monster) = &room.monster {
println!("⚠ A wild {} appears!", monster.name);
println!("It has {} health and deals {} damage.", monster.health, monster.damage);
}
println!("\nWhat do you want to do?");
let mut input = String::new();
io::stdin().read_line(&mut input).expect("Failed to read input");
match input.trim() {
"north" => {
if let Some(next_room) = room.north {
current_location = next_room;
} else {
println!("🚫 You can't go north from here.");
}
}
"south" => {
if let Some(next_room) = room.south {
current_location = next_room;
} else {
println!("🚫 You can't go south from here.");
}
}
"east" => {
if let Some(next_room) = room.east {
current_location = next_room;
} else {
println!("🚫 You can't go east from here.");
}
}
"west" => {
if let Some(next_room) = room.west {
current_location = next_room;
} else {
println!("🚫 You can't go west from here.");
}
}
"attack" => {
let room = rooms.get_mut(current_location).unwrap();
if let Some(monster) = &mut room.monster {
println!("🗡 You attack the {}!", monster.name);
monster.health -= 10;
if monster.health <= 0 {
println!("🎉 You defeated the {}!", monster.name);
room.monster = None;
} else {
println!("💢 The {} hits you back for {} damage!", monster.name, monster.damage);
}
} else {
println!("There's nothing to attack here.");
}
}
"quit" => {
println!("👋 Thanks for playing! Goodbye!");
break;
}
_ => {
println!("❓ Invalid command. Use 'north', 'south', 'east', 'west', 'attack', or 'quit'.");
}
}
}
}
You built a working mini-RPG engine:
That’s real game logic!
Great adventurer, you’ve just taken your first step into building a living world.
But we’re just getting started.
In Part 3, we’ll explore:
Stay tuned for Part 3,
where your world will become even more interactive and full of choice.
This is just the beginning.
Your story as a Rust game creator continues…