One early attempt to achieve native-like speed in the web browser using JavaScript was asm.js. Although that goal was reached and asm.js was adopted by all the major browser vendors, it never achieved widespread adoption by developers. The beauty of asm.js is that it still runs in most browsers, even in those that do not optimize for it. The idea behind asm.js was that typed arrays could be used in JavaScript to fake a C++ memory heap. The browser simulates pointers and memory allocation in C++, as well as types. A well-designed JavaScript engine can avoid dynamic type checking. Using asm.js, browser makers could get around many of the optimization problems created by the dynamic nature of JavaScript, by just pretending that this version of JavaScript is not dynamically typed. Emscripten, designed as a C++-to-JavaScript compiler, quickly adopted asm.js as the subset of JavaScript that it would compile to because of its improved performance in most browsers. The performance improvements driven by asm.js lead the way to WebAssembly. The same engine modifications used to make asm.js perform well could be used to bootstrap the WebAssembly MVP. Only the addition of a bytecode-to-bytecode compiler was required to take the WebAssembly bytecode and directly convert it into the IR bytecode used by the browser.
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Hands-On Game Development with WebAssembly
By :
Hands-On Game Development with WebAssembly
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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)
Preface
Introduction to WebAssembly and Emscripten
HTML5 and WebAssembly
Introduction to WebGL
Sprite Animations in WebAssembly with SDL
Keyboard Input
Game Objects and the Game Loop
Collision Detection
Basic Particle System
Improved Particle Systems
AI and Steering Behaviors
Designing a 2D Camera
Sound FX
Game Physics
UI and Mouse Input
Shaders and 2D Lighting
Debugging and Optimization
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