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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

Designing a 2D Camera

Camera design is one of those things that is frequently forgotten by novice game designers. Up to this point, we have had what is called a fixed position camera. There is a single screen with no change in perspective. In the 1970s, almost all of the early arcade games were designed this way. The oldest game that I have found with any sort of camera was Atari's Lunar Lander, which was released in August 1979. Lunar Lander was an early vector-based game that would zoom the camera in as the lander neared the surface of the moon, and would then pan the camera out to follow your lander as it approached the surface.

In the early 1980s, more games began experimenting with the idea of a game world that was larger than a single game screen would allow. Rally X was a Pac-Man-like maze game released in 1980 by Namco, where the maze was larger than a single display...

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