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)

A brief introduction to SVG

SVG stands for Scalable Vector Graphics and is an alternative to the immediate-mode raster graphics rendering that takes place in the HTML canvas. SVG is an XML-based graphics rendering language and should look at least somewhat familiar to anyone familiar with HTML. An SVG tag can be placed right inside of the HTML and accessed like any other DOM node. Because we are writing a tool for configuring particle emitter data, we will be adding SVG into our app for data visualization purposes.

Vector versus raster graphics

As a game developer, you may not be familiar with vector graphics. When we render computer graphics, no matter what format we use, they will need to be rasterized into a grid of pixels...