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)

Shaders and 2D Lighting

We have already touched on shaders in Chapter 3, Introduction to WebGL. SDL, unfortunately, doesn't allow the user to customize its shaders without digging into the source code of the library and modifying them there. Those kinds of modifications are beyond the

scope of this book. It is not uncommon to use SDL in combination with OpenGL. SDL can be used to render the user interface for the game while OpenGL renders the game objects. This chapter will deviate from many of the earlier chapters in that we will not be mixing SDL and OpenGL directly in the game we have been writing. Updating the game to support an OpenGL 2D rendering engine would require a complete redesign of the game up to this point. However, I would like to provide a chapter for those interested in creating a more advanced 2D rendering engine to get their feet wet with combining OpenGL...