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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

Optimizing OpenGL for WebAssembly

It is important to remember that any calls to OpenGL from WebAssembly are calling WebGL using a function table. Part of the reason this is important is because any time you use OpenGL ES and OpenGL functionality that is not available in WebGL, Emscripten must perform some very slow software emulation on those functions. It is also important to remember that WebGL calls are more expensive than OpenGL calls on a native platform because WebGL is sandboxed, and various security checks are performed by the browser when it calls WebGL. Emscripten provides you with several flags that allow you to emulate OpenGL and OpenGL ES calls that are not available in WebGL. For performance reasons, however do not use these functions unless you absolutely have to.

Using...

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