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)

Trigonometry again?

OMG yes, there is more trigonometry. I have already covered basic trigonometry in, Chapter 7, Collision Detection, but believe it or not, trigonometry is really useful in game development. Trigonometry happens to be very useful for particle systems and we will be using SVG and some trig to build a little pie chart we can use to visualize the direction of our particle emitter. So, let's take a second to quickly review things one more time:

  • Sine = Opposite/Hypotenuse (SOH)
  • Cosine = Adjacent/Hypotenuse (CAH)
  • Tangent = Opposite/Adjacent (TOA)

Remember the word SOHCAHTOA?

If we are using a 2D Cartesian coordinate system (spoiler alert, we are) the opposite edge in our scenario is just the Y coordinate, and the adjacent edge is the X coordinate. So, in terms of a 2D Cartesian coordinate system, our ratios look like this:

  • Sine = Y/Circle Radius
  • Cosine = X...