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Mobile 3D Game Development: From Start to Market Book

Mobile 3D Game Development: From Start to Market
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 has a rating of 4 stars
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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
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  • Mobile 3D Game Development: From Start to Market
  • Written by author Carlos Morales
  • Published by Cengage Learning, February 2007
  • 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
  • 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
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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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