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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

Shaders and 2D Lighting

We have already touched on shaders in Chapter 3, Introduction to WebGL. SDL, unfortunately, doesn't allow the user to customize its shaders without digging into the source code of the library and modifying them there. Those kinds of modifications are beyond the

scope of this book. It is not uncommon to use SDL in combination with OpenGL. SDL can be used to render the user interface for the game while OpenGL renders the game objects. This chapter will deviate from many of the earlier chapters in that we will not be mixing SDL and OpenGL directly in the game we have been writing. Updating the game to support an OpenGL 2D rendering engine would require a complete redesign of the game up to this point. However, I would like to provide a chapter for those interested in creating a more advanced 2D rendering engine to get their feet wet with combining OpenGL...

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