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N17: How to Revive a Dead Rust Project talk (#412)
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content/posts/newsletter-017/index.md

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@@ -114,6 +114,32 @@ the [2021 roadmap](abstreet-roadmap).
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## Learning Material Updates
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### [How to Revive a Dead Rust Project][rustfest-talk]
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[![RustFest Sketchnote](how-to-revive-a-dead-rust-project.jpg)][rustfest-talk]
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_Drawing by [Carlo Gilmar][visual_partner]. Click to [watch the talk.][rustfest-talk]_
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At [RustFest Global 2020], [@micah_tigley] and [@carlosupina] talked about their
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experiences collaborating together to revive the [space_shooter_rs] project through
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effective planning, refactoring, and documentation. The video was recently
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[released on YouTube][talk-tweet] in December!
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Since then, both developers have been working away on improving the
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game. Some updates include:
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- [Adding debug lines for hitboxes][debug-lines]
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- [Creating configurations files to store player variables][player-config]
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[@micah_tigley]: https://twitter.com/micah_tigley
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[@carlosupina]: https://twitter.com/carlosupina
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[RustFest Global 2020]: https://rustfest.global/
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[rustfest-talk]: https://www.youtube.com/watch?v=qoCryIy4bFE
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[visual_partner]: https://twitter.com/visual_partner
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[talk-tweet]: https://twitter.com/carlosupina/status/1341763006716407808
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[space_shooter_rs]: https://github.com/amethyst/space_shooter_rs
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[debug-lines]: https://twitter.com/carlosupina/status/1335289462738259974
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[player-config]: https://github.com/amethyst/space_shooter_rs/pull/101
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## Library & Tooling Updates
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### [Tetra]

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