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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

Summary

In this chapter, we have discussed WebGL and how it can improve performance in web games. I have introduced you to the concept of GLSL shaders and talked about vertex shaders and fragment shaders, what the differences between the two types of shaders are, and how they are used to render a combination of geometry and images to the HTML5 canvas.

We also recreated the moving spaceship that we created with the 2D canvas using WebGL. We have discussed how to use vertex geometry to render 2D images to a 3D canvas. We also talked about the differences between the pixel-based 2D canvas coordinate system and the 3D WebGL coordinate system.

WebGL is a broad topic to cover, so a single chapter can only give a very cursory introduction at best. WebGL is a 3D rendering space, and in this chapter, I went out of my way to ignore that and treat it like a 2D space. You could take what...

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