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)

Implementing compound circle colliders

Now that our collision detection is working, and we have our ships and projectiles exploding on a collision, let's see how we can make our collision detection better. We chose circle collision detection for two reasons: the collision algorithm is fast, and it is simple. We could do better, however, by merely adding more circles to each ship. That will increase our collision detection time by a factor of n, where n is the average number of circles we have on each ship. That is because the only collision detection we do is between the projectiles and the ships. Even so, we don't want to go overboard with the number of circles we choose to use for each ship.

For the player ship, the front of the spaceship is covered well by the basic circle. However, we could get much better coverage of the back of the player's spaceship by adding...