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)

More about shaders

We briefly introduced the concept of shaders back in Chapter 2, HTML5 and WebAssembly. Shaders are a critical part of modern 3D graphics rendering. Back in the early days of computer and video games, graphics were all 2D, and how fast graphics could render was a function of how fast the system could move pixels from one data buffer to another. This process is called blitting. One significant advance in these early days came when Nintendo added a Picture Processing Unit (PPU) to their Nintendo Entertainment System. This was an early piece of hardware that was designed to speed up graphics processing by moving pixels without using the game system's CPU. The Commodore Amiga was also a pioneer in these early 2D graphics coprocessors, and by the mid-1990s, hardware for blitting became a standard in the computer industry. In 1996, games such as Quake began to...