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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

Pointers in memory

WebAssembly's memory model piggybacks on the asm.js memory model, which uses a large typed ArrayBuffer to hold all of the raw bytes to be manipulated by the module. A JavaScript call to WebAssembly.Memory sets up the module's memory buffer in 64 KB pages.

A page is a block of linear data that is the smallest unit of data that can be allocated by an operating system, or, in the case of WebAssembly, a virtual machine. For more information on memory pages, see the Wikipedia Page: https://en.wikipedia.org/wiki/Page_%28computer_memory%29.

A WebAssembly module can only access data from within this ArrayBuffer. That prevents malicious attacks from WebAssembly that create a pointer to a memory address outside the browser's sandbox. Because of this design, WebAssembly's memory model is just as safe as JavaScript.

In the next section, we will be using...

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