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)

Modifying the code

In this section, we are going to make some changes to our game objects. We will need to add mass and elastic collisions to our collider class. Our star should be able to generate gravity and attract the player and enemy spaceship with a force that decreases based on the square of the distance. We will need to modify our collisions function to add elastic collisions between our spaceships, asteroids, and the projectiles.

Changing the game.hpp file

To get physics into our game, we will need to modify several class definitions and add new #define macros. Let's start by updating our game.hpp file. The first thing we need to add is #define in order to set up a constant value for our star's mass. I want...