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)

Mixing textures for a glow effect

Now, we will spend some time learning how to load more than one texture into our program. We will add the colors of those two textures to create a pulsing glow effect. To do this, we will need to modify our fragment shader to receive a second texture and a time uniform variable. We will pass that variable into a sine wave function, which will use it to calculate the strength of our glowing engines. We will need to add some code to keep track of the time that has passed, as well as some new initialization code to load the second texture. We can begin by copying webgl-redux.c to a new file called glow.c. Now that we have the new glow.c file, we can walk through the changes we will need to make our glowing engine effect. The first code change is the addition of a new #define macro to define a value for .

We will use a value that cycles from...