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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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Normal maps

Normal mapping is a method that's used for creating very detailed models using relatively low polygon counts in 3D games. The idea is that rather than creating a surface with a huge number of polygons, a game engine could use a low polygon model that had a normal map where each pixel in the normal map would contain the x, y, and z values of a normal using the red, green, and blue colors of the image. Inside of a shader, we could then sample the normal map texture in the same way we sample other texture maps. However, we could use the normal data to help us calculate the lighting effects on our sprites. If, in our game, we wanted our spaceships to always be lit relative to the star in the center of the gameplay area, we could create a normal map for our spaceships and create a light source in the center of our game. We will now create an app to demonstrate the...

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Hands-On Game Development with WebAssembly
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