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Game Development with Rust and WebAssembly

You're reading from   Game Development with Rust and WebAssembly Learn how to run Rust on the web while building a game

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Product type Paperback
Published in Apr 2022
Publisher Packt
ISBN-13 9781801070973
Length 476 pages
Edition 1st Edition
Languages
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Author (1):
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Eric Smith Eric Smith
Author Profile Icon Eric Smith
Eric Smith
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Table of Contents (16) Chapters Close

Preface 1. Part 1: Getting Started with Rust, WebAssembly, and Game Development
2. Chapter 1: Hello WebAssembly FREE CHAPTER 3. Chapter 2: Drawing Sprites 4. Part 2: Writing Your Endless Runner
5. Chapter 3: Creating a Game Loop 6. Chapter 4: Managing Animations with State Machines 7. Chapter 5: Collision Detection 8. Chapter 6: Creating an Endless Runner 9. Chapter 7: Sound Effects and Music 10. Chapter 8: Adding a UI 11. Part 3: Testing and Advanced Tricks
12. Chapter 9: Testing, Debugging, and Performance 13. Chapter 10: Continuous Deployment 14. Chapter 11: Further Resources and What's Next? 15. Other Books You May Enjoy

Axis-aligned bounding boxes

Checking whether two objects in our game have collided can, theoretically, be done by checking every pixel in every object and seeing whether they share a location. That logic, in addition to being very complicated to write, would be computationally extremely expensive. We need to run at 60 frames a second and can't spend our precious processing power trying to get that kind of perfection – not if we want the game to be fun, anyway. Fortunately, we can use a simplification that will be close enough to fool our silly eyes, the same way we can't tell that animation is really just a series of still images. That simplification is called the bounding box.

A bounding box is just a rectangle we'll use for collisions, instead of checking each pixel on the sprite. You can think of every sprite having a box around it, which looks like this:

Figure 5.4 – Bounding boxes

Figure 5.4 – Bounding boxes

These boxes aren't actually...

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