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)

Summary

In this chapter, we discussed Game AI, what it is, and how it is different than academic AI. We talked about using autonomous agents versus a top-down AI, and the benefits of each AI style, as well as how we can mix the two styles.

I introduced the concept of an FSM and mentioned early uses of FSMs in games such as PAC-MAN, and we explored steering behaviors, and the kinds of steering behaviors we will use to direct the agent in our game. We added asteroids and a star as obstacles to our game and increased the size of our gameplay area. We added new forms of collision detection to allow our AI to determine when it has a line of sight with our player. We also added rectangle collision detection to determine whether there is an obstacle close enough for our AI to use an avoid force. We expanded our Point class to a Vector2D class and added new functionality including projection...