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)

What is an FSM?

FSMs are very common in games. As I mentioned before, PAC-MAN was an early game that had an AI with more than one state. The ghosts could be in a hunt or a flee state based on a global condition flipped when PAC-MAN would eat a large dot on the screen, commonly known as a power pellet. A specific state in an FSM can be either a global condition or, in the case of a finite state automaton, could be a state that is specific to any autonomous agent within the game. Managing behaviors or state transitions could be as simple as using a switch statement, or they could be more complicated systems that load and unload AI modules when different states are triggered. A state may choose when a transition to a different state occurs, or state transitions could be managed by the game from the top down.

The FSM we will be writing for this game will be very basic. It will be...