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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

Introduction to WebGL

After Apple created the Canvas element, the Mozilla Foundation began working on a Canvas 3D prototype in 2006, and by 2007, there were implementations of this early version, which would eventually become WebGL. In 2009, a consortium called the Kronos Group began a WebGL Working Group. By 2011, this group had produced the 1.0 version of WebGL, which is based on the OpenGL ES 2.0 API.

As I stated earlier, WebGL was seen as a 3D rendering API that would be used with the HTML5 Canvas element. Its implementation eliminates some of the rendering bottlenecks of the traditional 2D canvas API and gives near-direct access to the computer's GPU. Because of this, it is typically faster to use WebGL to render 2D images to the HTML5 canvas than it is to use the original 2D canvas implementation. However, WebGL is significantly more complicated to use due to the added...

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