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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

Object pooling

We have defined our first game object, which represents our player's spaceship, but all we can do is fly around the game screen. We need to allow our player to shoot a projectile. If we created a new projectile object every time a player shot a projectile, we would quickly fill up the WASM module's memory. What we need to do is create what is known as an object pool. Object pools are used to create objects with a fixed lifespan. Our projectiles only need to be alive long enough to either hit a target or travel a fixed distance before disappearing. If we create a set number of projectiles that is a little more than we need on the screen at one time, we can keep those objects in a pool in either an active or inactive state. When we need to launch a new projectile, we scan our object pool for an inactive one, then activate it and place it at the launch point...

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