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Hands-On Game Development with WebAssembly
Hands-On Game Development with WebAssembly

Hands-On Game Development with WebAssembly: Learn WebAssembly C++ programming by building a retro space game

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Hands-On Game Development with WebAssembly

Introduction to WebAssembly and Emscripten

Welcome to the exciting new world of WebAssembly! These are early days for WebAssembly, but the technology is currently taking off like a rocket, and by reading this book, you are in a position to get in on the ground floor. If you are interested in game development on the web, or you are interested in learning as much about this new technology as you can to position yourself for when it does reach maturity, you are in the right place. Even though WebAssembly is in its infancy, all major browser vendors have adopted it. These are early days and use cases are limited, but lucky for us, game development is one of them. So, if you want to be early to the party for the next generation of application development on the web, read on, adventurer!

In this chapter, I will introduce you to WebAssembly, Emscripten, and some of the underlying technologies around WebAssembly. I will teach you the basics of the Emscripten toolchain, and how you can use Emscripten to compile C++ code into WebAssembly. We will discuss what LLVM is and how it fits into the Emscripten toolchain. We will talk about WebAssembly's Minimum Viable Product (MVP), the best use cases for WebAssembly in its current MVP form, and what will soon be coming to WebAssembly. I will introduce WebAssembly text (.wat), how we can use it to understand the design of WebAssembly bytecode, and how it differs from other machine bytecodes. We will also briefly discuss asm.js, and its historical significance in the design of WebAssembly. Finally, I will show you how to install and run Emscripten on Windows and Linux.

In this chapter, we will cover the following topics:

  • What is WebAssembly?
  • Why do we need WebAssembly?
  • Why is WebAssembly faster than JavaScript?
  • Will WebAssembly replace JavaScript?
  • What is asm.js?
  • A brief introduction to LLVM
  • A brief introduction to WebAssembly text
  • What is Emscripten and how do we use it?

What is WebAssembly?

WebAssembly is not a high-level programming language like JavaScript, but a compiled binary format that all major browsers are currently able to execute. WebAssembly is a kind of machine bytecode that was not designed to run directly on any real machine hardware, but runs in the JavaScript engine built into every browser. In some ways, it is similar to the old Java Virtual Machine (JVM); for example, it is a platform-independent compiled bytecode. One major problem with JavaScript bytecode is its requirement for a plugin to be downloaded and installed in the browser for the bytecode to run. Not only is WebAssembly designed to be run directly in a browser without a plugin, but it is also intended to produce a compact binary format that executes efficiently inside a web browser. The MVP version of the specification leverages existing work by the browser makers designing their JavaScript just-in-time (JIT) compiler. WebAssembly is currently a young technology and many improvements are planned. However, developers using the current version of WebAssembly have already seen performance improvements over JavaScript of 10–800%.

An MVP is the smallest set of features that can be given to a product to allow it to appeal to early adopters. Because the current version is an MVP, the feature set is small. For more information, see this excellent article discussing the "post-MVP future" of WebAssembly: https://hacks.mozilla.org/2018/10/webassemblys-post-mvp-future/.

Why do we need WebAssembly?

JavaScript has been around for a long time. It has evolved from a little scripting language that allowed bells and whistles to be added to a web page, to a sprawling JIT compiled language with a massive ecosystem that can be used to write fully fledged applications. Today, JavaScript is doing a lot of things that were probably never imagined when it was created by Netscape in 1995. JavaScript is an interpreted language, meaning that it must be parsed, compiled, and optimized on the fly. JavaScript is also a dynamically typed language, which creates headaches for an optimizer.

Franziska Hinkelmann, a member of the Chrome V8 team, gave a great talk at the Web Rebels 2017 conference where she discusses all the performance improvements made to JavaScript over the past 20 years, as well as the difficulties they had in squeezing every bit of performance imaginable out of the JavaScript V8 engine: https://youtu.be/ihANrJ1Po0w.

WebAssembly solves a lot of the problems created by JavaScript and its long history in the browser. Because the JavaScript engine is already in bytecode format, it does not need to run a parser, which removes a significant bottleneck in the execution of our application. This design also allows the JavaScript engine to know what data types it is dealing with at all times. The bytecode makes optimization a lot easier. The format allows multiple threads in the browsers to work on compiling and optimizing different parts of the code at the same time.

For a detailed explanation of what is happening when the Chrome V8 engine is parsing code, please refer to this video from the JSConf EU 2017, in which Marja Hölttä (who works on the Chrome V8 tool) goes into more detail than you ever imagined you wanted to learn about parsing JavaScript: https://www.youtube.com/watch?v=Fg7niTmNNLg&t=123s.

WebAssembly is not a high-level programming language, but a binary file with opcodes for a virtual machine. Currently, it is considered to be in an MVP stage of development. The technology is still in its infancy, but even now it offers notable performance and file size benefits for many use cases, such as game development. Because of the current limitations of WebAssembly, we have only two choices for languages to use for its development—C/C++ or Rust. The long-term plan for WebAssembly is to support a wide selection of programming languages for its development. If I wanted to write at the lowest level of abstraction, I could write everything in Web Assembly Text (WAT), but WAT was developed as a language to support debugging and testing and was not intended to be used by developers for writing applications.

Why is WebAssembly faster than JavaScript?

As I have mentioned, WebAssembly is 10–800% faster than JavaScript, depending on the application. To understand why, I need to talk a little about what a JavaScript engine does when it runs JavaScript code versus what it has to do when it runs WebAssembly. I am going to talk specifically about V8 (the Chrome JavaScript engine), although, to my knowledge, the same general process exists within SpiderMonkey (Firefox) and the Chakra (IE & Edge) JavaScript engines.

The first thing the JavaScript engine does is parse your source code into an Abstract Syntax Tree (AST). The source is broken into branches and leaves based on the logic within your application. At this point, an interpreter starts processing the language that you are currently executing. For many years, JavaScript was just an interpreted language, so, if you ran the same code in your JavaScript 100 times, the JavaScript engine had to take that code and convert it to machine code 100 times. As you can imagine, this is wildly inefficient.

The Chrome browser introduced the first JavaScript JIT compiler in 2008. A JIT compiler contrasts with an Ahead-of-Time (AOT) compiler in that it compiles your code as it is running that code. A profiler sits and watches the JavaScript execution looking for code that repeatedly executes. Whenever it sees code executed a few times, it marks that code as "warm" for JIT compilation. The compiler then compiles a bytecode representation of that JavaScript "stub" code. This bytecode is typically an Intermediate Representation (IR), one step removed from the machine-specific assembly language. Decoding the stub will be significantly faster than running the same lines of code through our interpreter the next time.

Here are the steps needed to run JavaScript code:

Figure 1.1: Steps required by a modern JavaScript engine

While all of this is going on, there is an optimizing compiler that is watching the profiler for "hot" code branches. The optimizing compiler then takes these code branches and optimizes the bytecode that was created by the JIT into highly optimized machine code. At this point, the JavaScript engine has created some super fast running code, but there is a catch (or maybe a few).

The JavaScript engine must make some assumptions about the data types to have an optimized machine code. The problem is, JavaScript is a dynamically typed language. Dynamic typing makes it easier for a programmer to learn how to program JavaScript, but it is a terrible choice for code optimizers. The example I often see is what happens when JavaScript sees the expression c = a + b (although we could use this example for almost any expression).

Just about any machine code that performs this operation does it in three steps:

  1. Load the a value into a register.

  2. Add the b value into a register.
  3. Then store the register into c.

The following pseudo code was taken from section 12.8.3 of the ECMAScript® 2018 Language Specification and describes the code that must run whenever the addition operator (+) is used within JavaScript:

1. Let lref be the result of evaluating AdditiveExpression.
2. Let lval be ? GetValue(lref).
3. Let rref be the result of evaluating MultiplicativeExpression.
4. Let rval be ? GetValue(rref).
5. Let lprim be ? ToPrimitive(lval).
6. Let rprim be ? ToPrimitive(rval).
7. If Type(lprim) is String or Type(rprim) is String, then
a. Let lstr be ? ToString(lprim).
b. Let rstr be ? ToString(rprim).
c. Return the string-concatenation of lstr and rstr.
8. Let lnum be ? ToNumber(lprim).
9. Let rnum be ? ToNumber(rprim).
10.Return the result of applying the addition operation to lnum and
rnum.
You can find the ECMAScript® 2018 Language Specification on the web at https://www.ecma-international.org/ecma-262/9.0/index.html.

This pseudo code is not the entirety of what we must evaluate. Several of these steps are calling high-level functions, not running machine code commands. GetValue for example, has 11 steps of its own that are, in turn, calling other steps. All of this could end up resulting in hundreds of machine opcodes. The vast majority of what is happening here is type checking. In JavaScript, when you execute a + b, each one of those variables could be any one of the following types:

  • Integer
  • Float
  • String
  • Object
  • Any combination of these

To make matters worse, objects in JavaScript are also highly dynamic. For example, maybe you have defined a function called Point and created two objects with that function using the new operator:

function Point( x, y ) {
this.x = x;
this.y = y;
}

var p1 = new Point(1, 100);
var p2 = new Point( 10, 20 );

Now we have two points that share the same class. Say we added this line:

p2.z = 50;

This would mean that these two points would then no longer share the same class. Effectively, p2 has become a brand new class, and this has consequences for where that object exists in memory and available optimizations. JavaScript was designed to be a highly flexible language, but this fact creates a lot of corner cases, and corner cases make optimization difficult.

Another problem with optimization created by the dynamic nature of JavaScript is that no optimization is definitive. All optimizations around typing have to use resources continually checking to see whether their typing assumptions are still valid. Also, the optimizer has to keep the non-optimized code just in case those assumptions turn out to be false. The optimizer may determine that assumptions made initially turn out not to have been correct assumptions. That results in a "bailout" where the optimizer will throw away its optimized code and deoptimize, causing performance inconsistencies.

Finally, JavaScript is a language with Garbage Collection (GC), which allows the authors of the JavaScript code to take on less of the burden of memory management while writing their code. Although this is a convenience for the developer, it just pushes the work of memory management on to the machine at run time. GC has become much more efficient in JavaScript over the years, but it is still work that the JavaScript engine must do when running JavaScript that it does not need to do when running WebAssembly.

Executing a WebAssembly module removes many of the steps required to run JavaScript code. WebAssembly eliminates parsing because the AOT compiler completes that function. An interpreter is unnecessary. Our JIT compiler is doing a near one-to-one translation from bytecode to machine code, which is extremely fast. JavaScript requires the majority of its optimizations because of dynamic typing that does not exist in WebAssembly. Hardware agnostic optimizations can be done in the AOT compiler before the WebAssembly compiles. The JIT optimizer need only perform hardware-specific optimizations that the WebAssembly AOT compiler cannot.

Here are the steps performed by the JavaScript engine to run a WebAssembly binary:

Figure 1.2: The steps required to execute WebAssembly

The last thing that I would like to mention is not a feature of the current MVP, but a potential future enabled by WebAssembly. All the code that makes modern JavaScript fast takes up memory. Keeping old copies of the nonoptimized code for bailout takes up memory. Parsers, interpreters, and garbage collectors all take up memory. On my desktop, Chrome frequently takes up about 1 GB of memory. By running a few tests on my website using https://www.classicsolitaire.com, I can see that with the JavaScript engine turned on, the Chrome browser takes up about 654 MB of memory.

Here is a Task Manager screenshot:

Figure 1.3: Chrome Task Manager process screenshot with JavaScript

With JavaScript turned off, the Chrome browser takes up about 295MB.

Here is a Task Manager screenshot:

Figure 1.4: Chrome Task Manager process screenshot without JavaScript

Because this is one of my websites, I know there are only a few hundred kilobytes of JavaScript code on that website. It's a little shocking to me that running that tiny amount of JavaScript code can increase my browser footprint by about 350 MB. Currently, WebAssembly runs on top of the existing JavaScript engines and still requires quite a bit of JavaScript glue code to make everything work, but in the long run, WebAssembly will not only allow us to speed up execution on the web but will also let us do it with a much smaller memory footprint.

Will WebAssembly replace JavaScript?

The short answer to this question is not anytime soon. At present, WebAssembly is still in its MVP stage. At this stage, the number of use cases is limited to applications where WebAssembly has limited back and forth with the JavaScript and the Document Object Model (DOM). WebAssembly is not currently able to directly interact with the DOM, and Emscripten uses JavaScript "glue code" to make that interaction work. That interaction will probably change soon, possibly by the time you are reading this, but in the next few years, WebAssembly will need additional features to increase the number of possible use cases.

WebAssembly is not a "feature complete" platform. Currently, it cannot be used with any languages that require GC. That will change and, eventually, almost all strongly typed languages will target WebAssembly. In addition, WebAssembly will soon become tightly integrated with JavaScript, allowing frameworks such as React, Vue, and Angular to begin replacing significant amounts of their JavaScript code with WebAssembly without impacting the application programming interface (API). The React team is currently working on this to improve the performance of React.

In the long run, it is possible that JavaScript may compile into WebAssembly. For technical reasons, this is a very long way off. Not only does JavaScript require a GC (not currently supported), but because of its dynamic nature, JavaScript also requires a runtime profiler to optimize. Therefore, JavaScript would produce very poorly optimized code, or significant modifications would be needed to support strict typing. It is more likely that a language, such as TypeScript, will add features that allow it to compile into WebAssembly.

The AssemblyScript project in development on GitHub is working on a TypeScript-to-WebAssembly compiler. This project creates JavaScript and uses Binaryen to compile that JavaScript into WebAssembly. How AssemblyScript handles the problem of garbage collection is unclear. For more information, refer to https://github.com/AssemblyScript/assemblyscript.

JavaScript is currently ubiquitous on the web; there are a tremendous number of libraries and frameworks developed in JavaScript. Even if there were an army of developers eager to rewrite the entire web in C++ or Rust, WebAssembly is not yet ready to replace these JavaScript libraries and frameworks. The browser makers have put immense efforts into making JavaScript run (relatively) fast, so JavaScript will probably remain as the standard scripting language for the web. The web will always need a scripting language, and countless developers have already put in the work to make JavaScript that scripting language, so it seems unlikely that JavaScript will ever go away.

There is, however, a need for a compiled format for the web that WebAssembly is likely to fulfill. Compiled code may be a niche on the web at the moment, but it is a standard just about everywhere else. As WebAssembly approaches feature-complete status, it will offer more choices and better performance than JavaScript, and businesses, frameworks, and libraries will gradually migrate toward it.

What is asm.js?

One early attempt to achieve native-like speed in the web browser using JavaScript was asm.js. Although that goal was reached and asm.js was adopted by all the major browser vendors, it never achieved widespread adoption by developers. The beauty of asm.js is that it still runs in most browsers, even in those that do not optimize for it. The idea behind asm.js was that typed arrays could be used in JavaScript to fake a C++ memory heap. The browser simulates pointers and memory allocation in C++, as well as types. A well-designed JavaScript engine can avoid dynamic type checking. Using asm.js, browser makers could get around many of the optimization problems created by the dynamic nature of JavaScript, by just pretending that this version of JavaScript is not dynamically typed. Emscripten, designed as a C++-to-JavaScript compiler, quickly adopted asm.js as the subset of JavaScript that it would compile to because of its improved performance in most browsers. The performance improvements driven by asm.js lead the way to WebAssembly. The same engine modifications used to make asm.js perform well could be used to bootstrap the WebAssembly MVP. Only the addition of a bytecode-to-bytecode compiler was required to take the WebAssembly bytecode and directly convert it into the IR bytecode used by the browser.

At the time of writing, Emscripten does not compile directly from LLVM to WebAssembly. Instead, it compiles to asm.js and uses a tool called Binaryen to convert the asm.js output from Emscripten into WebAssembly.

A brief introduction to LLVM

Emscripten is the tool we will be using to compile C++ into WebAssembly. Before I discuss Emscripten, I need to explain a technology called LLVM and its relationship to Emscripten.

First, take a moment to think of airlines (stay with me here). Airlines want to get passengers from one airport to another airport. But it's challenging to offer a direct flight from every single airport to every other airport on Earth. That would mean that airlines would have to provide a vast number of direct flights, such as Akron, Ohio to Mumbai, India. Let's travel back in time to the 1990s—that was the state of the compiler world. If you wanted to compile from C++ to ARM, you needed a compiler capable of compiling C++ to ARM. If you needed to compile from Pascal to x86, you needed a compiler that could compile from Pascal to x86. These are like having only direct flights between any two cities: a compiler for every combination of language and hardware. The result is either that you have to limit the number of languages you write compilers for, limit the number of platforms you can support with that language, or more likely, both.

In 2003, a student at the University of Illinois named Chris Lattner wondered, "What if we created a hub-and-spoke model for programming languages?" His idea led to LLVM, which originally stood for "Low-Level Virtual Machine." The idea was that, instead of compiling your source code for any possible distribution, you compile it for LLVM. There are then compilers between the intermediate language and your final output language. In theory, this means that if you develop a new target platform on the right side of the following diagram, you get all languages on the left side right away:

Figure 1.5: LLVM as a hub between programming languages and the hardware
To learn more about LLVM, visit the LLVM project home page at https://llvm.org or read the LLVM Cookbook, Mayur Padney, and Suyog Sarda, Packt Publishing: https://www.packtpub.com/application-development/llvm-cookbook.
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Key benefits

  • Create a WebAssembly game that implements sprites, animations, physics, particle systems, and other game development fundamentals
  • Get to grips with advanced game mechanics in WebAssembly
  • Learn to use WebAssembly and WebGL to render to the HTML5 canvas element

Description

Within the next few years, WebAssembly will change the web as we know it. It promises a world where you can write an application for the web in any language, and compile it for native platforms as well as the web. This book is designed to introduce web developers and game developers to the world of WebAssembly by walking through the development of a retro arcade game. You will learn how to build a WebAssembly application using C++, Emscripten, JavaScript, WebGL, SDL, and HTML5. This book covers a lot of ground in both game development and web application development. When creating a game or application that targets WebAssembly, developers need to learn a plethora of skills and tools. This book is a sample platter of those tools and skills. It covers topics including Emscripten, C/C++, WebGL, OpenGL, JavaScript, HTML5, and CSS. The reader will also learn basic techniques for game development, including 2D sprite animation, particle systems, 2D camera design, sound effects, 2D game physics, user interface design, shaders, debugging, and optimization. By the end of the book, you will be able to create simple web games and web applications targeting WebAssembly.

Who is this book for?

Web developers and game developers interested in creating applications for the web using WebAssembly. Game developers interested in deploying their games to the web Web developers interested in creating applications that are potentially orders of magnitude faster than their existing JavaScript web apps C/C++ developers interested in using their existing skills to deploy applications to the web

What you will learn

  • Build web applications with near-native performance using WebAssembly
  • Become familiar with how web applications can be used to create games using HTML5 Canvas, WebGL, and SDL
  • Become well versed with game development concepts such as sprites, animation, particle systems, AI, physics, camera design, sound effects, and shaders
  • Deploy C/C++ applications to the browser using WebAssembly and Emscripten
  • Understand how Emscripten HTML shell templates, JavaScript glue code, and a WebAssembly module interact
  • Debug and performance tune your WebAssembly application

Product Details

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Publication date : May 31, 2019
Length: 596 pages
Edition : 1st
Language : English
ISBN-13 : 9781838646837
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Publication date : May 31, 2019
Length: 596 pages
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Table of Contents

17 Chapters
Introduction to WebAssembly and Emscripten Chevron down icon Chevron up icon
HTML5 and WebAssembly Chevron down icon Chevron up icon
Introduction to WebGL Chevron down icon Chevron up icon
Sprite Animations in WebAssembly with SDL Chevron down icon Chevron up icon
Keyboard Input Chevron down icon Chevron up icon
Game Objects and the Game Loop Chevron down icon Chevron up icon
Collision Detection Chevron down icon Chevron up icon
Basic Particle System Chevron down icon Chevron up icon
Improved Particle Systems Chevron down icon Chevron up icon
AI and Steering Behaviors Chevron down icon Chevron up icon
Designing a 2D Camera Chevron down icon Chevron up icon
Sound FX Chevron down icon Chevron up icon
Game Physics Chevron down icon Chevron up icon
UI and Mouse Input Chevron down icon Chevron up icon
Shaders and 2D Lighting Chevron down icon Chevron up icon
Debugging and Optimization Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon

Customer reviews

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5 star 77.8%
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Tim in Colorado Jul 09, 2019
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Covers the basics really well, and goes in-depth into how to use the WebAssembly toolchain to write a game.
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Jason A Tucker Jul 09, 2019
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I’m primarily a business application developer, so I was not familiar with the technology or the platforms covered in this book. The author’s writing style and methodical approach helped overcome my own knowledge gaps. Kudos to both the author and editor for making a daunting task much less intimidating.
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James Barron Jul 02, 2019
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This is a good review of both the burgeoning technology of web assembly and some basics of 2D game development. While this book covers a wide array of subjects from writing C++ and Javascript, Web Assembly, game development, and more, it does not assume a lot of prior knowledge of these topics and does a good job of explaining step-by-step and topic-by-topic everything needed for the book. There is also a nice smattering of enriching notes on the history of web technology and game development to give context to what is presented.Since web assembly is so new, this book explains well where it is rapidly changing, where things are still not developed or is buggy, and how to work around some common issues. It covers how C++ and Javascript interact, how to properly compile and run, and how to debug. All of these have their issues and details which are nicely explained so the reader won't need to struggle with it.All in all, it is a clear, methodical guide for both those with little knowledge and those with more experienced.
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Vivace May 31, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
The book is a great guide into wasm. The accompanying code works well, and i appreciated there being both C and C++ versions of things. The nature of the toolchain, multiple languages, none of which are particularly concise, doesnt especially lend itself to print, yet the authors style of dissecting what is going on piece by piece, before merging it all back together works well. I have been more than a little surprised by what a useful resource this book has been.
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L. G. Sep 23, 2021
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Little slow at the beginning then it started a fire in me like when you mix gasoline and styrofoam, light it and throw it but it ends up on your friends shirt only to burn a massive hole in it. Overall a great read and an awesome amount of knowledge included.
Amazon Verified review Amazon
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Packt eBooks are a complete electronic version of the print edition, available in PDF and ePub formats. Every piece of content down to the page numbering is the same. Because we save the costs of printing and shipping the book to you, we are able to offer eBooks at a lower cost than print editions.

When you have purchased an eBook, simply login to your account and click on the link in Your Download Area. We recommend you saving the file to your hard drive before opening it.

For optimal viewing of our eBooks, we recommend you download and install the free Adobe Reader version 9.