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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

Debugging and Optimization

In this final chapter, we are going to discuss two topics that will be helpful as you go on to create games using Emscripten and build in WebAssembly. We are going to discuss the topics of debugging and optimization. We will debug before optimizing, because building your code to output more debuging information prevents optimization. We will start by using some basic debugging techniques, such as printing a stack trace and defining debug macros that we can remove by changing a compile flag. We will then move on to some more advanced debugging techniques, such as compiling with Emscripten flags, which allow us to trace through our code in Firefox and Chrome. We will also discuss some of the differences between debugging using the Firefox and Chrome developer tools.

You will need to include several images in your build to make this project work. Make sure...
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