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Preface xix
Acknowledgments xv
Mobile Game Development Process 1
Mobile Game Design 1
Unique Characteristics of Developing Games for Phones 5
Successful Mobile Games 9
Summary 10
References 10
Introduction to Mobile Application Development 11
Mobile Application Environments 11
Java ME-Related Terminology 15
Setting Up the Development Environments 16
Summary 29
References 29
Creating MIDlets from the Ground Up 31
Anatomy of a Mobile Application 31
Creating a New Wireless Toolkit Project 32
Creating a MIDlet Class 34
Creating a Canvas Class 38
Creating a Flexible Game Canvas 40
Summary 44
For more in-depth information about developing 2D Java ME applications, check out these books 44
2D Graphics with MIDP 2.0 45
Drawing Text to the Screen 45
Drawing Images in MIDP 2.0 49
Creating Sprites for Smooth Animation 50
Simple User Input for MIDP 2.0 Games 54
Creating the 2D Game Space Busters 56
Summary 67
References 68
Mobile 3D Graphics (M3G) API 69
Overview of the M3G API 69
Structure of M3G API Classes 70
Rendering with Graphics3D 72
Scene Graph-Related Classes 79
Type-Specific Nodes 87
Loader and World Classes 102
Rendering with Immediate and Retained Modes 104
Summary 130
References 130
Mobile 3D Graphics (M3G) Part II 131
Vertex and Index Buffers 131
Appearance (javax.microedition.m3g.Appearance) 137
PolygonMode (javax.microedition.m3g.PolygonMode) 143
Animation 159
MorphingMesh 168
SkinnedMesh 182
Summary 199
References 200
Transformations 201
Mathematical Background 202
Computer Graphics Transformations 215
Transformations in M3G 221
Transform (javax.microedition.m3g.Transform) 222
Summary 224
References 224
Space Busters 3D 225
Space Busters 3D Design 225
Art Creation 227
Programming Space Busters 3D 237
Representing the Player 246
Attacking Enemies 246
Collisions Between Bullets and Enemies 248
Enemies in Space Busters 3D 250
Summary 266
References 267
The First Person Shooter: Savage 269
Savage Game Design 270
Programming the Game Savage 274
The MIDlet Class 274
The Canvas Class 275
The Game Initialization 276
Lights Out! 278
Updating the Game 279
Drawing the Game 282
User Input 284
Restarting the Game 291
A Special Effect 292
Representing the Player 292
The Level 294
The Health Entity 296
The Weapon Entity 296
The SpearEntity to End the Game 298
The Enemy Controller 299
The Enemy 300
The Heads-Up Display (HUD) 307
Detecting Frames Per Second 308
Summary 344
References 346
Networking 347
Generic Connection Framework (GCF) 347
Working with Datagrams 350
Working with HTTP Streams 352
Permission for Network Access 355
Summary 356
References 356
Art Creation for Mobile 3D Games 357
Low Polygon Humanoid Modeling 355
Building the Art for the First Person Shooter (FPS) 368
Building the Art for the Racing Game 376
UV Mapping 377
Baking Textures 382
Baking Light Maps 386
Summary 387
Multiplayer Hover Racing Game 389
Designing with the Multiplayer in Mind 390
Updating the Game 396
Drawing the Game 399
User Input 404
Representing the Player 408
The Camera 410
Keeping Time 412
Starting the Race 413
Summary 447
References 448
Going to Market 449
Testing 449
Digital Signatures and Certification 451
Distributing Your Games 455
Summary 465
References 465
About the CD-ROM 467
Index 469
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Add Mobile 3D Game Development: From Start to Market, It is a good time to be a mobile game developer. Not only is there a large installed base of phones, but the development tools needed to develop for the platform are free. More than 350 million Java(TM) -enabled cell phones are in the hands of users throu, Mobile 3D Game Development: From Start to Market to the inventory that you are selling on WonderClubX
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Add Mobile 3D Game Development: From Start to Market, It is a good time to be a mobile game developer. Not only is there a large installed base of phones, but the development tools needed to develop for the platform are free. More than 350 million Java(TM) -enabled cell phones are in the hands of users throu, Mobile 3D Game Development: From Start to Market to your collection on WonderClub |