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)

WebGL app redux

We will now walk through what it takes to rewrite the WebGL app we made in Chapter 3, Introduction to WebGL, using SDL and OpenGL. If you don't remember, this was a very simple app that drew a spaceship to our canvas and moved it 2 pixels to the left and one pixel up every frame. The reason we made this app was that it was about the simplest thing I could think to do in WebGL that was more interesting than drawing a triangle. For this same reason, it will be the first thing we will do with OpenGL for WebAssembly. Go ahead and create a new file called webgl-redux.c and open it up. Now, let's go ahead and start adding some code. The first chunk of code we need is our #include commands to pull in all of the libraries we will need for this app:

#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL_opengl.h>
#include <GLES2/gl2...