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)

3D lighting

I would like to briefly discuss 3D lighting because we will be approximating it with 2D lighting effects. The Phong lighting model is the standard for three-dimensional lighting models in computer graphics. It was a model for lighting created by Bui Tuong Phong at the University of Utah in 1975, but it was not until the late 1990s that desktop computers became fast enough to implement the model in games. Since then, the lighting model has become the standard for 3D game development. It combines ambient, diffuse, and specular lighting to render geometry. We won't be able to implement a proper version of the lighting model because we aren't writing a 3D game. However, we can implement an approximation of the model by using 2D sprites and normal maps to go along with those sprites.

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