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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

Game Objects and the Game Loop

In this chapter, we will begin to put the framework of a game into place. All games have game objects and a game loop. A game loop exists in every game ever written. Some tools, such as Unity, do their best to abstract away the game loop so that the developer does not necessarily need to know it is there, but even in these cases it still is. All games must take some control over the rendering capabilities of the operating system or hardware it is running on and draw images out to the screen while the game is running. All of the work of the game is done within a big loop. Game objects can be either an instance of classes in the case of Object-Oriented Programming (OOP) languages such as C++, or in the case of procedural languages such as C, they could be loose collections of variables or structures. In this chapter, we will be learning how to design...

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