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)

External functions

The advanced particle system we are writing has two external functions that can be called from the JavaScript in our app. These functions, add_emitter, and update_emitter, are called to either insert or modify the particle system in the WebAssembly module. The advanced_particle.cpp file contains these functions, as well as the main function, which is called when the Module is loaded, and the show_emission function, which is called once per frame render. We will not need to modify the main and the show_emission functions from what we created for the basic particle system earlier in this chapter. We will, however, need to add the additional parameters we put into our JavaScript code to add_emitter and update_emitter. Also, we have created a utility function called get_random_float, which we use when spawning particles. Because this file contains all of our other...