Book Image

Hands-On Game Development with WebAssembly

By : Rick Battagline
Book Image

Hands-On Game Development with WebAssembly

By: Rick Battagline

Overview of this book

Within the next few years, WebAssembly will change the web as we know it. It promises a world where you can write an application for the web in any language, and compile it for native platforms as well as the web. This book is designed to introduce web developers and game developers to the world of WebAssembly by walking through the development of a retro arcade game. You will learn how to build a WebAssembly application using C++, Emscripten, JavaScript, WebGL, SDL, and HTML5. This book covers a lot of ground in both game development and web application development. When creating a game or application that targets WebAssembly, developers need to learn a plethora of skills and tools. This book is a sample platter of those tools and skills. It covers topics including Emscripten, C/C++, WebGL, OpenGL, JavaScript, HTML5, and CSS. The reader will also learn basic techniques for game development, including 2D sprite animation, particle systems, 2D camera design, sound effects, 2D game physics, user interface design, shaders, debugging, and optimization. By the end of the book, you will be able to create simple web games and web applications targeting WebAssembly.
Table of Contents (18 chapters)

UI and Mouse Input

A user interface (UI) defines the interaction between a computer program and the user. In our game, our interaction so far has been limited to a keyboard interface that controls our player's spaceship. When we wrote our particle system configuration apps, we used HTML to define a more robust user interface, which allowed us to input values to configure our particle system. From that user interface, our code had to interact with the WebAssembly code indirectly. That is a technique you could continue to use for games if you wanted to leverage HTML to define your user interface, but it has a few disadvantages. First of all, we may want user interface elements that overlay the content of our game. Going through the DOM for this kind of effect is not very efficient. It is also easier to have interactions between our UI and objects from within the game if the...