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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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Summary

Circle colliders are what we need right now. They are fast and efficient, and, for a simple game such as this, you might be able to get away with not doing anything more sophisticated. We added in a compound collider to demonstrate how this simple modification could significantly increase the accuracy of your collider. We will need to add more collision detection methods later in this book. In the future, we will be adding asteroids and a star to our game, and we will be creating an AI (Artificial Intelligence) agent to navigate our game and attack our player. This agent will eventually need to know whether it has a line of sight with the player so that line collision detection will become more important. Our agent will also want to quickly scan the area close to it to see whether there are any asteroids it must avoid. For this feature, we will be using rectangle collision...

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Hands-On Game Development with WebAssembly
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