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)

Configuring the particle emitter

At this point, you may be wondering when we are going to get back to writing the game. We built this particle emitter configuration tool for a few reasons. First of all, it is difficult to configure a particle system in compiled code. If we wanted to test a configuration for an emitter, we would need to recompile our values with every test, or we would need to write a data loader, and rerun the game after making configuration changes. Creating a tool that allows us to test different emitter configurations allows for faster (and more interesting) particle system creation.

HTML shell and WebAssembly module interaction

I also had an ulterior motive for creating a particle system configuration...