Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in May 2019
Publisher Packt
ISBN-13 9781838644659
Length 596 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Rick Battagline Rick Battagline
Author Profile Icon Rick Battagline
Rick Battagline
Arrow right icon
View More author details
Toc

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

We began this chapter by learning about the history of cameras in video games. The first camera we discussed is the simplest type of camera, sometimes called a locked-on camera. That is the kind of camera that tracks the location of the player exactly. After that, we learned about alternatives to a locked-on camera in 2D space, including cameras that lead the player. We talked about projected focus cameras, and how they predict the movement of the player and project the position of the camera forward based on the direction in which the player is moving. We then discussed camera attractors, and how they can draw the focus of the camera toward objects of interest. After discussing the types of cameras, we created a camera object and designed it to implement projected focus and camera attractors. We implemented a render manager and modified all of our game objects to render...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image