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...
Hands-On Game Development with WebAssembly
By :
Hands-On Game Development with WebAssembly
By:
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)
Preface
Free Chapter
Introduction to WebAssembly and Emscripten
HTML5 and WebAssembly
Introduction to WebGL
Sprite Animations in WebAssembly with SDL
Keyboard Input
Game Objects and the Game Loop
Collision Detection
Basic Particle System
Improved Particle Systems
AI and Steering Behaviors
Designing a 2D Camera
Sound FX
Game Physics
UI and Mouse Input
Shaders and 2D Lighting
Debugging and Optimization
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