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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

3D lighting

I would like to briefly discuss 3D lighting because we will be approximating it with 2D lighting effects. The Phong lighting model is the standard for three-dimensional lighting models in computer graphics. It was a model for lighting created by Bui Tuong Phong at the University of Utah in 1975, but it was not until the late 1990s that desktop computers became fast enough to implement the model in games. Since then, the lighting model has become the standard for 3D game development. It combines ambient, diffuse, and specular lighting to render geometry. We won't be able to implement a proper version of the lighting model because we aren't writing a 3D game. However, we can implement an approximation of the model by using 2D sprites and normal maps to go along with those sprites.

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