
Hands-On Game Development with WebAssembly
Learn WebAssembly C++ programming by building a retro space game
- 596 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
Hands-On Game Development with WebAssembly
Learn WebAssembly C++ programming by building a retro space game
About this book
Make your WebAssembly journey fun while making a game with it
Key Features
- Create a WebAssembly game that implements sprites, animations, physics, particle systems, and other game development fundamentals
- Get to grips with advanced game mechanics in WebAssembly
- Learn to use WebAssembly and WebGL to render to the HTML5 canvas element
Book Description
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.
What you will learn
- Build web applications with near-native performance using WebAssembly
- Become familiar with how web applications can be used to create games using HTML5 Canvas, WebGL, and SDL
- Become well versed with game development concepts such as sprites, animation, particle systems, AI, physics, camera design, sound effects, and shaders
- Deploy C/C++ applications to the browser using WebAssembly and Emscripten
- Understand how Emscripten HTML shell templates, JavaScript glue code, and a WebAssembly module interact
- Debug and performance tune your WebAssembly application
Who this book is for
Web developers and game developers interested in creating applications for the web using WebAssembly.
Game developers interested in deploying their games to the web
Web developers interested in creating applications that are potentially orders of magnitude faster than their existing JavaScript web apps
C/C++ developers interested in using their existing skills to deploy applications to the web
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Information
Improved Particle Systems
- Particle scale over its lifetime
- Particle rotation
- Animated particles
- Color change over time
- Support for particle bursts
- Support for looping and non-looping emitters
Modifying our HTML shell file
<div class="container">
<div class="empty_box"> </div><br/>
<span class="label">min start scale:</span>
<input type="number" id="min_starting_scale" max="9.9" min="0.1" step="0.1" value="1.0" class="em_input"><br/>
<span class="label">max start scale:</span>
<input type="number" id="max_starting_scale" max="10.0" min="0.2" step="0.1" value="2.0" class="em_input"><br/>
<span class="label">min end scale:</span>
<input type="number" id="min_end_scale" max="9.9" min="0.1" step="0.1" value="1.0" class="em_input">
<br/>
<span class="label">max end scale:</span>
<input type="number" id="max_end_scale" max="10.0" min="0.2" step="0.1" value="2.0" class="em_input">
<br/>
<span class="label">start color:</span>
<input type="color" id="start_color" value="#ffffff" class="color_input"><br/>
<span class="label">end color:</span>
<input type="color" id="end_color" value="#ffffff" class="color_input"><br/>
<span class="label">burst time pct:</span>
<input type="number" id="burst_time" max="1.0" min="0.0" step="0.05" value="0.0" class="em_input">
<br/>
<span class="label">burst particles:</span>
<input type="number" id="burst_particles" max="100" min="0" step="1" value="0" class="em_input">
<br/>
<label class="ccontainer"><span class="label">loop:</span>
<input type="checkbox" id="loop" checked="checked">
<span class="checkmark"></span>
</label>
<br/>
<label class="ccontainer"><span class="label">align rotation:</span>
<input type="checkbox" id="align_rotation" checked="checked">
<span class="checkmark"></span>
</label>
<br/>
<span class="label">emit time ms:</span>
<input type="number" id="emit_time" max="10000" min="100" step="100" value="1000" class="em_input">
<br/>
<span class="label">animation frames:</span>
<input type="number" id="animation_frames" max="64" min="1" step="1" value="1" class="em_input">
<br/>
<div class="input_box">
<button id="update_btn" class="em_button" onclick="UpdateClick()">Update Emitter</button>
</div>
</div>
Scaling values
<span class="label">min start scale:</span>
<input type="number" id="min_starting_scale" max="9.9" min="0.1" step="0.1" value="1.0" class="em_input"><br/>
<span class="label">max start scale:</span>
<input type="number" id="max_starting_scale" max="10.0" min="0.2" step="0.1" value="2.0" class="em_input"><br/>
<span class="label">min end scale:</span>
<input type="number" id="min_end_scale" max="9.9" min="0.1" step="0.1" value="1.0" class="em_input">
<br/>
<span class="label">max end scale:</span>
<input type="number" id="max_end_scale" max="10.0" min="0.2" step="0.1" value="2.0" class="em_input">
<br/>
Color-blending values
<span class="label">start color:</span>
<input type="color" id="start_color" value="#ffffff" class="color_input"><br/>
<span class="l...
Table of contents
- Title Page
- Copyright and Credits
- Dedication
- About Packt
- Contributors
- Preface
- Introduction to WebAssembly and Emscripten
- HTML5 and WebAssembly
- Introduction to WebGL
- Sprite Animations in WebAssembly with SDL
- Keyboard Input
- Game Objects and the Game Loop
- Collision Detection
- Basic Particle System
- Improved Particle Systems
- AI and Steering Behaviors
- Designing a 2D Camera
- Sound FX
- Game Physics
- UI and Mouse Input
- Shaders and 2D Lighting
- Debugging and Optimization
- Other Books You May Enjoy
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