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)

Summary

In this chapter, we learned how to create a basic particle emitter configuration tool. We covered how to force Emscripten to create a virtual file system when there are no files loaded into it at application startup. We learned how we could load an image from our user's computer into the browser's virtual file system, and added functionality to allow us to upload a .png image file. We covered some basics of SVG, discussed the differences between vector and raster graphics, and learned how we would use SVG to draw pie charts for our configuration tool. We covered some basic trigonometry that was useful in this chapter, and will only become more useful in later chapters. We created a new HTML shell file that interacts with our WebAssembly, to help us configure a new particle system for our game. We created a Point, Particle, and Emitter class in a WebAssembly module...