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Hands-On Game Development with WebAssembly

You're reading from   Hands-On Game Development with WebAssembly Learn WebAssembly C++ programming by building a retro space game

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Product type Paperback
Published in May 2019
Publisher Packt
ISBN-13 9781838644659
Length 596 pages
Edition 1st Edition
Languages
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Author (1):
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Rick Battagline Rick Battagline
Author Profile Icon Rick Battagline
Rick Battagline
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Table of Contents (18) Chapters Close

Preface 1. Introduction to WebAssembly and Emscripten FREE CHAPTER 2. HTML5 and WebAssembly 3. Introduction to WebGL 4. Sprite Animations in WebAssembly with SDL 5. Keyboard Input 6. Game Objects and the Game Loop 7. Collision Detection 8. Basic Particle System 9. Improved Particle Systems 10. AI and Steering Behaviors 11. Designing a 2D Camera 12. Sound FX 13. Game Physics 14. UI and Mouse Input 15. Shaders and 2D Lighting 16. Debugging and Optimization 17. Other Books You May Enjoy

What is Game AI?

Many early video games avoided AI because it was a very challenging problem with the hardware available at the time. For example, Space Invaders, Galaga, and Galaxian all had aliens that moved in specific non-intelligent patterns. Early Atari games were either two-player games (Pong) or had the player interact with a non-intelligent environment (Breakout). One early and successful attempt at a game with AI was PAC-MAN. Each ghost in PAC-MAN had a different personality and would behave a little differently in the same circumstances. PAC-MAN also used a simple Finite State Machine (FSM). That is a type of AI where the AI behaves differently under different environmental circumstances. If the player ate a power pellet in PAC-MAN, the ghosts would all turn blue and suddenly become edible in a hunter-becomes-the-hunted reversal of fortune. While the ghosts could be...

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