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)

Types of 2D collision detection

I could write an entire book on the kinds of 2D collision detection available to us, let alone the number available for collision detection in 3D. I have written several TypeScript tutorials on how to use different detection techniques, both basic and sophisticated at https://www.embed.com/typescript-games/basic-collision-detection.html, but, in this book, we will stick to using a combination of some of the more basic collision techniques.

Circle collision detection

The most basic kind of collision detection is circle or distance collision detection. If we treat all of our colliders like little circles with a radius and a position, we can calculate the distance between the two locations and...