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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

WebGL and canvas contexts

WebGL is a rendering context for drawing to the HTML5 element, and is an alternative to the 2D rendering context. Often, when someone mentions the canvas, they are referring to the 2D rendering context, which is accessed by calling getContext and passing in the string 2d. Both contexts are methods of rendering to the HTML5 canvas element. A context is a type of API for immediate mode rendering. Two different WebGL contexts can be requested, both of which provide access to different versions of the WebGL API. These contexts are webgl and webgl2. In the following examples, I will be using the webgl context and will be using the WebGL 1.0 API. There is also a rarely used context for rendering a bitmap to the canvas that we can access by passing in bitmaprenderer as a string value.

I want to point out that the term canvas is sometimes used to refer to the...
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