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)

Optimizing OpenGL for WebAssembly

It is important to remember that any calls to OpenGL from WebAssembly are calling WebGL using a function table. Part of the reason this is important is because any time you use OpenGL ES and OpenGL functionality that is not available in WebGL, Emscripten must perform some very slow software emulation on those functions. It is also important to remember that WebGL calls are more expensive than OpenGL calls on a native platform because WebGL is sandboxed, and various security checks are performed by the browser when it calls WebGL. Emscripten provides you with several flags that allow you to emulate OpenGL and OpenGL ES calls that are not available in WebGL. For performance reasons, however do not use these functions unless you absolutely have to.

Using...