Ask the Author: Herbert Wolverson
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Herbert Wolverson
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Herbert Wolverson
Absolutely the best part is when someone messages me and shows me something they made, inspired/assisted by something I wrote. It's amazing to see the cool things people make!
Herbert Wolverson
Set aside some "creative time", and make *something* during that time - on a regular basis. It doesn't have to be anything good, just something you can complete. Finishing things is really hard, so divide everything into small chunks. It's really satisfying to be able to say "I made this!" - even if "this" is a small leap forwards. It's really frustrating to realize "10 more sessions and I might have something that works" - so I try to avoid that.
Herbert Wolverson
Finishing up Hands-On Rust, final release (paper and e-book) should be in 2021. Also working on Nox Futura, a passion-project game inspired by Dwarf Fortress that doesn't really have an end-date but serves as a long-term playground for whatever I feel the need to learn next.
Herbert Wolverson
After struggling with UE4/C++ memory management and thread scheduling with One Knight in the Dungeon, I found myself thinking "there has to be a better way". The cool kids were talking about Rust, so I gave it a go. The learning curve was a little steep, following the usual pattern - "this syntax is odd", "why does the borrow checker hate me?" - "oh I see, it's saved me from myself". After a few weeks, I realized that Rust patterns were improving my C++ as I learned to not do dangerous things.
I wanted to share my experience, so I created the Rust Roguelike tutorial. It did well, and Erlend from the Amethyst Foundation got me in touch with Pragmatic Publisher. After a couple of rounds of proposal editing, I embarked on Hands-On Rust. I really hope that others can share my joy of learning Rust by creating games; it makes learning a new language fun rather than a chore.
I wanted to share my experience, so I created the Rust Roguelike tutorial. It did well, and Erlend from the Amethyst Foundation got me in touch with Pragmatic Publisher. After a couple of rounds of proposal editing, I embarked on Hands-On Rust. I really hope that others can share my joy of learning Rust by creating games; it makes learning a new language fun rather than a chore.
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