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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

Summary

In this chapter, we learned how to create a basic particle emitter configuration tool. We covered how to force Emscripten to create a virtual file system when there are no files loaded into it at application startup. We learned how we could load an image from our user's computer into the browser's virtual file system, and added functionality to allow us to upload a .png image file. We covered some basics of SVG, discussed the differences between vector and raster graphics, and learned how we would use SVG to draw pie charts for our configuration tool. We covered some basic trigonometry that was useful in this chapter, and will only become more useful in later chapters. We created a new HTML shell file that interacts with our WebAssembly, to help us configure a new particle system for our game. We created a Point, Particle, and Emitter class in a WebAssembly module...

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