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  • Book Overview & Buying Hands-On Game Development with WebAssembly
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Hands-On Game Development with WebAssembly

Hands-On Game Development with WebAssembly

By : Rick Battagline
4.7 (9)
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Hands-On Game Development with WebAssembly

Hands-On Game Development with WebAssembly

4.7 (9)
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)
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Adding force fields

Currently, in our game, our spaceships are destroyed with a single collision. This ends up creating a game that is over very quickly. It would be nice to have a force field to prevent the ship's destruction when a collision is about to occur. This will also give our AI something else it can do in its bag of tricks. When the shields are up, there will be a little force-field animation surrounding the spaceship that is using it. There is a time limit to shield use. That will prevent the player or the AI from keeping the shield up for the entire game. While the shield is active, the color of the shields will transition from green to red. The closer the color gets to red, the closer the shields are to running out of power. Every time the shields get hit, the player or AI's shields will have additional time taken off them. We have already created the class...

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Hands-On Game Development with WebAssembly
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