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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 JavaScript

As we learned in the previous chapter, working with the 2D canvas was pretty straightforward. To draw an image, you just need to translate the context to the pixel coordinates where you want to draw the image, and call the drawImage context function by passing in the image, its width, and its height. You could make this even simpler and forget about the translation passing the x and y coordinates directly into the drawImage function if you prefer. With the 2D canvas, you are working with images, but with WebGL, you are always working with 3D geometry, even when you are coding a 2D game. With WebGL, you will need to render textures onto geometry. You need to work with vertex buffers and texture coordinates. The vertex shader we wrote earlier takes 3D coordinate data and texture coordinates and passes those values onto a fragment shader that will interpolate...

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