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)

Improving collisions

We are going to improve the collisions between our spaceship and the asteroids and projectiles in the game. To simplify things, we will use elastic collisions. An elastic collision is a collision that preserves all of the kinetic energy. In reality, collisions always lose some energy to heat or friction, even ones that are close to elastic collisions, such as billiard balls. However, making our collisions perfectly elastic simplifies the math. In games, simpler math usually means faster algorithms.

For more information on elastic collisions, Wikipedia has an excellent article (https://en.wikipedia.org/wiki/Elastic_collision) that discusses the math we will use to implement our elastic collision function.