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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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Toc

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

Game objects

Our approach so far has been entirely procedural and has been coded so that it could have been written in C and not C++. Developers have been writing games in C and even assembly language for a long time, so having an object-oriented approach to game design is not strictly necessary, but from a code management perspective OOP is a great way to design and write your games. Game objects can help us manage our allocated memory through object pooling. At this point, it will also make sense to begin breaking our program up into multiple files. My approach will be to have a single .hpp file that defines all of our game objects, and one .cpp file for each of our objects.

The player's spaceship game object

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