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 have discussed the current (messy) state of audio on the web and have looked at the audio libraries available to Emscripten. I mentioned a few places where you can get free sound effects. We created a simple audio application using C and Emscripten that allowed us to play a series of audio files. We then added sound effects to our game, which included explosion and laser sounds. We modified our initialization code inside the main() function to initialize the SDL Audio subsystem. We added a new Shoot function to be used by our spaceships when they shoot projectiles. We also created a new Audio class to help us play our audio files.

In the next chapter, we will learn how we can add some physics to our game.