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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

Optimizing for WebAssembly

Optimizing your WebAssembly code is partially about decision making and experimenting. It is about discovering what works for your particular game or app. When WebAssembly was designed, for instance, a decision was made to have the WebAssembly bytecode run on a virtual stack machine. The designers of WebAssembly made this choice because they felt that they could justify the small loss of performance with a significantly smaller bytecode download size. Every piece of code has a bottleneck somewhere. In OpenGL applications that bottleneck will be interfacing with the GPU. The bottleneck for your application may be the memory, or it may be CPU-bound. Optimizing code, in general, is about determining what the holdup is and deciding what trade-off you would like to make to improve things. If you optimize for download size, you may lose some runtime performance...

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