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

We began this chapter by learning about the history of cameras in video games. The first camera we discussed is the simplest type of camera, sometimes called a locked-on camera. That is the kind of camera that tracks the location of the player exactly. After that, we learned about alternatives to a locked-on camera in 2D space, including cameras that lead the player. We talked about projected focus cameras, and how they predict the movement of the player and project the position of the camera forward based on the direction in which the player is moving. We then discussed camera attractors, and how they can draw the focus of the camera toward objects of interest. After discussing the types of cameras, we created a camera object and designed it to implement projected focus and camera attractors. We implemented a render manager and modified all of our game objects to render...