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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

Understanding the game loop

A key concept in game design is the game loop. In any game, the code must run over and over again, performing a series of tasks such as input, AI, physics, and rendering. A game loop might look something like this:

while(loop_forever) {
get_user_input();
move_game_objects();
collision_detection();
render_game_objects();
play_audio();
}

An SDL/C++ game targeting almost any platform except WebAssembly would have a while loop, probably located within the main function of the C++ code, that would exit only when the player exits the game. WebAssembly shares its runtime with the JavaScript engine inside your web browser. The JavaScript engine runs on a single thread, and Emscripten uses JavaScript glue code to take what you have done inside SDL within WebAssembly and render that to the HTML canvas element. Therefore, we need to use an Emscripten...

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