browser

Building Browser-Based Games with WebAssembly & Rust

First Reaction: Rust in the Browser? That’s a Thing?

No lie—my first thought was, “Wait, Rust runs in the browser now?” It just felt wrong. I’d always pegged Rust as a low-level, system-language darling of serious developers and compiler nerds.

But yes, it can run in the browser. And not just run—fly, thanks to WebAssembly (WASM). No need for a Wikipedia definition here: think of WebAssembly as a way to sneak near-native performance into the browser, minus the JavaScript bottlenecks.

Why I Actually Gave Rust a Shot

It wasn’t love at first compile.

Rust’s compiler? Brutal. It yells. A lot.

But once I got into it—writing core game logic, handling movement and collisions—I started to see the brilliance. There were no mystery bugs, no memory leaks, no silent failures like in JavaScript.

If I messed up, the compiler told me exactly why.

And that kind of honesty grows on you.

How I Split the Work: Rust + JS

Let’s not pretend I wrote the whole game in Rust. I’m not that masochistic.

Instead, I found a sweet spot:

  • Rust (compiled to WebAssembly): Game logic, collision detection, simple AI—basically all the heavy thinking.
  • JavaScript: User input, DOM interaction, canvas drawing—everything browser-facing.

Rust was the brain. JS was the face.

This approach also forced me to think of JavaScript not as the “main” language, but as a helper—just passing messages to and from Rust behind the scenes.

The First Time It Ran… and Didn’t Lag

I hit “Run” and my little pixel blob zipped across the screen. No jank. No stutter. Just smooth, 60 FPS gameplay.

That was my lightbulb moment. It wasn’t just a toy—I was building a real game, in a real browser, and it actually held up.

I’d built JavaScript-only prototypes before. They choked under particle effects or AI updates. This one? Rock solid.

Testing on Low-End Devices

Here’s what blew me away.

I sent the link to a friend using a dusty Android mid-ranger. I expected lag city.

Their reply?

“Dude, it’s smooth af.”

Turns out, this Rust + WASM setup wasn’t just performant. It was portable and scalable. No tweaking. No mobile optimization. It just… worked.

When You Should Use This Setup

Honestly, not every game needs Rust.

Stick with JavaScript if you’re building:

  • A simple card game
  • A turn-based RPG
  • A visual novel

But if you’re aiming for:

  • Real-time gameplay
  • High entity counts
  • Minimal garbage collection
  • Predictable memory behavior

Then Rust + WebAssembly could seriously upgrade your dev life.

My test case? A top-down shooter with enemy swarms, bullet trails, explosions—and it still held a solid frame rate.

Advice to My Past Self

If I could time-travel to save myself some headaches:

  • Be patient. The tooling is weird at first.
  • Let JavaScript handle the browser. It’s better at that.
  • Let Rust crunch the numbers. That’s its playground.
  • Don’t hate the compiler. It’s on your side—even when it screams.
  • Read the docs. Seriously. Skipping them cost me 3 hours once.

Read more about tech blogs . To know more about and to work with industry experts visit internboot.com .

Final Thoughts (Not Quite a Rant, but Close)

Game dev is hard. Browser game dev? Even harder.

But Rust + WebAssembly gave me something I hadn’t felt in a while: freedom.

  • Freedom to push limits.
  • Freedom to build fast without lag.
  • Freedom to deploy anywhere a browser lives.

Would I recommend it to everyone? Not yet. The ecosystem’s still growing. Tooling can be rough. And yeah, some parts feel like duct tape.

But if you love tinkering and hate janky browser demos? You have to try this.

Just stock up on snacks. You’ll need a weekend—or two.

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