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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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Toc

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

Debug macro and stack trace

One way you can start debugging your code is by using #define to create a debugging macro, which we can activate by passing a flag into the Emscripten compiler. However, this will resolve to nothing if we don't pass that flag. Macros are easy to add, and we can create a call that prints a line if we are running with our debug flag, but will not slow down performance if we aren't. If you are not familiar with preprocessor commands, they are commands that are issued to the compiler that evaluate while the code is compiled instead of at runtime. For instance, if I used a #ifdef PRINT_ME command, the line of code would only be compiled into our source code if the PRINT_ME macro is defined either with a #define PRINT_ME macro on a line earlier in the code, or if we compiled the source with the -DPRINT_ME flag passed into the compiler when we ran...

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