In this chapter, we took a closer look at shaders after introducing the concept back in Chapter 3, Introduction to WebGL, when we built a WebGL app. It is helpful to have an understanding of WebGL when you are using OpenGL for WebAssembly because each call to OpenGL from WebAssembly is internally calling the corresponding WebGL functions. We started by rebuilding that WebGL app using a combination of OpenGL ES and SDL in C++ and compiled it to WebAssembly. We then learned how we could use OpenGL and shaders to mix different textures in interesting ways. We used this knowledge to create a pulsing glow around the spaceship's engines. Finally, we discussed 3D lighting and normal maps, and then developed a 2D lighting model and created an app that allows us to light a simple circle with that lighting model. This app demonstrates the possibilities in 2D lighting by allowing...
Hands-On Game Development with WebAssembly
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Hands-On Game Development with WebAssembly
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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)
Preface
Free Chapter
Introduction to WebAssembly and Emscripten
HTML5 and WebAssembly
Introduction to WebGL
Sprite Animations in WebAssembly with SDL
Keyboard Input
Game Objects and the Game Loop
Collision Detection
Basic Particle System
Improved Particle Systems
AI and Steering Behaviors
Designing a 2D Camera
Sound FX
Game Physics
UI and Mouse Input
Shaders and 2D Lighting
Debugging and Optimization
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