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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

More about shaders

We briefly introduced the concept of shaders back in Chapter 2, HTML5 and WebAssembly. Shaders are a critical part of modern 3D graphics rendering. Back in the early days of computer and video games, graphics were all 2D, and how fast graphics could render was a function of how fast the system could move pixels from one data buffer to another. This process is called blitting. One significant advance in these early days came when Nintendo added a Picture Processing Unit (PPU) to their Nintendo Entertainment System. This was an early piece of hardware that was designed to speed up graphics processing by moving pixels without using the game system's CPU. The Commodore Amiga was also a pioneer in these early 2D graphics coprocessors, and by the mid-1990s, hardware for blitting became a standard in the computer industry. In 1996, games such as Quake began to...

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