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)

Summary

In this chapter, we discussed the history of physics in computer games, and how that history dates back to the very first computer game, SpaceWar!. We talked about the physics that we already have in our game, which includes the conservation of momentum. We briefly discussed Newton's third law and how it applies to games, and we then added more Newtonian physics to our game by using the third law. We added a gravitational field to our star and had it attract the spaceships in our game with a force that decreases with the square of the distance between the two objects. Finally, we added elastic collisions between our spaceships, projectiles, and asteroids.

In the next chapter, we will add a user interface (UI) to our game. We will also break the game up into multiple screens and add a mouse interface.