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)

The simple particle emitter tool

Now that we have created a simple web app that can upload a PNG image file to the WebAssembly virtual file system, and an SVG chart to display the emission direction of the particles, we are going to add a simple particle system configuration tool. For this first version of our particle system configuration tool, we are going to keep the number of configurable values small. Later, we will add more features to our particle system tool, but for the moment this is the list of parameters we will be able to use to configure a particle emitter:

  • Image file
  • Minimum emission angle
  • Maximum emission angle
  • Maximum particles
  • Particle lifetime in milliseconds
  • Particle acceleration (or deceleration)
  • Alpha fade (will the particles fade out over time?)
  • Emission rate (number of particles to emit per second)
  • X position (emitter x coordinate)
  • Y position (emitter...