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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

HTML5 and game development

Most HTML rendering is done through the HTML Document Object Model (DOM). The DOM is what is known as a retained mode graphical library. Retained mode graphics retain a tree known as a scene graph. This scene graph keeps track of all the graphical elements in our model and how to render them. The nice thing about retained mode graphics is that they are straightforward for a developer to manage. The graphical library does all the heavy lifting and keeps track of our objects for us as well as where they render. The downside is that a retained mode system takes up a lot more memory and provides a lot less control to the developer. When we write HTML5 games, we could take images rendered in the DOM using <IMG> HTML elements and move those elements around using JavaScript or CSS animations to manipulate the positions of those images within the DOM directly...

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