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)

Game Physics

We already have some physics in our game. Each of our ships has a velocity and an acceleration. They also obey at least some of Newton's laws and conserve momentum. All of this was added earlier without much fanfare. Physics in computer games dates back to the original computer game, Space War!, which is the game that inspired the one we are currently writing. In the original version of Space War!, the spaceships conserved momentum, as we currently do in our game. A black hole gravitationally attracted the ships to the center of the play area. Before creating the classic game Pong, Nolan Bushnell created an arcade clone of Space War!, called Computer Space. Computer Space was not a hit like Pong, and Nolan Bushnell blamed Newton's laws and the public's lack of understanding of basic physics as some of the reasons for the game's commercial failure...