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)

Using OpenGL with WebAssembly

Emscripten is capable of compiling C/C++ code that uses either OpenGL ES 2.0 or OpenGL ES 3.0 by mapping those calls to WebGL or WebGL 2 calls, respectively. Because of this, Emscripten only supports a subset of the OpenGL ES commands that correspond to the commands available inside of the WebGL library you use. For instance, if you would like to use OpenGL ES 3.0, you will need to include WebGL 2 when compiling by passing the -s USE_WEBGL2=1 parameter to the Emscripten compiler. In this chapter, we will be using OpenGL ES 2.0 in combination with SDL to render sprites using shaders, and later we will be using SDL to render an icon that represents the location of a light source in our application. SDL provides many features that are absent from OpenGL, such as an audio library, an image loading library, and mouse and keyboard input libraries. In many...