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

Congratulations! You have made it through a very long, information-packed chapter. In the last two chapters, we discussed what particle systems are and why they are used. We learned how to add files to, and how to access, the WebAssembly virtual filesystem. We learned how to create more advanced interactions between the HTML shell file and the WebAssembly module. We then constructed a more advanced particle emitter configuration tool with a lot more functionality. After constructing some nice looking particle systems in the tool, we took the data and code and used it to construct two new particle emitters inside the game we have been building.

In the next chapter, we will be discussing and building AI for our enemy spaceship.