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Jo is author of Symbian OS Explained: Effective C++ Programming for Smartphones, which was published by Symbian Press in 2004. She co-authored the Accredited Symbian Developer Primer: Fundamentals of Symbian OS, with her partner, Mark Jacobs, published by Symbian Press in 2006.
Jo became an Accredited Symbian Developer in 2005 and a Forum Nokia Champion in 2006 and 2007.
Forewords | p. ix |
About this Book | p. xiii |
About the Authors | p. xvii |
Editor's Acknowledgements | p. xxiii |
A Symbian Perspective on Mobile Games | |
Introduction | p. 1 |
Why Games? | p. 1 |
What Is Symbian? What Is Symbian OS? | p. 2 |
Some Statistics | p. 6 |
Games Platforms Compared | p. 10 |
Types of Mobile Games | p. 13 |
Who Plays Mobile Games? | p. 16 |
Who's Who in Mobile Game Creation? | p. 17 |
Mobile Game Distribution: Routes to Market | p. 20 |
The User Experience | p. 25 |
Mobile Game Platforms | p. 27 |
Portability and Compatibility | p. 32 |
Smartphone Characteristics | p. 37 |
The Future for Games on Symbian Smartphones | p. 38 |
Summary | p. 40 |
Creating Native Games on Symbian OS v9 | |
Symbian OS Game Basics | p. 43 |
Introduction | p. 43 |
The Game Loop | p. 43 |
The Heartbeat Timer | p. 46 |
Handling Input from the Keypad | p. 49 |
Handling Input from the Screen | p. 52 |
System Events | p. 54 |
Memory Management and Disk Space | p. 57 |
Maths and Floating Point Support | p. 59 |
Tools and Further Reading | p. 60 |
Graphics on Symbian OS | p. 61 |
Introduction | p. 61 |
Overview | p. 62 |
On Frame Rate | p. 64 |
About Display Memory | p. 67 |
A Primer on Drawing on Symbian OS | p. 68 |
Direct Screen Access | p. 75 |
Double Buffering and Anti-Tearing | p. 83 |
Pixel Color Representations | p. 90 |
Loading and Manipulating Images | p. 97 |
Scaling for Variable Screen Sizes and Resolutions | p. 105 |
Rendering Text | p. 111 |
Playing Video Clips | p. 115 |
Less Useful APIs | p. 121 |
Summary | p. 121 |
Adding Audio to Games on Symbian OS | p. 123 |
Introduction | p. 123 |
Multimedia Framework (MMF) | p. 124 |
Sound Effects | p. 128 |
Background Music | p. 142 |
Best Practice in Mobile Game Audio | p. 150 |
What's Next? | p. 151 |
Multiplayer Games | p. 157 |
Introduction | p. 157 |
Local Multiplayer Games Over a Bluetooth Connection | p. 159 |
Online Multiplayer Games | p. 160 |
Airplay Online: A Multiplayer SDK and Service Solution | p. 165 |
N-Gage Arena | p. 171 |
Other Online Multiplayer Solutions | p. 174 |
Further Reading | p. 174 |
Exploiting the Phone Hardware | p. 175 |
Introduction | p. 175 |
Camera | p. 178 |
Location | p. 188 |
3D Motion Sensors | p. 198 |
Vibration | p. 207 |
Summary | p. 216 |
Acknowledgements | p. 216 |
Porting Games to Symbian OS | |
C/C++ Standards Support for Games Developers on Symbian OS | p. 217 |
P.I.P.S. Is POSIX on Symbian OS | p. 217 |
Open C | p. 220 |
OpenKODE | p. 224 |
OpenVG | p. 227 |
OpenMAX | p. 228 |
OpenSL ES | p. 229 |
EGL | p. 230 |
OpenGL ES | p. 231 |
Get Your Fix | p. 234 |
Enough Already! | p. 236 |
Further Reading | p. 237 |
The N-Gage Platform | p. 239 |
A Brief History of N-Gage | p. 239 |
N-Gage Platform: The Next Generation of Mobile Gaming | p. 244 |
The N-Gage SDK | p. 248 |
The N-Gage Application | p. 256 |
Becoming an N-Gage Developer | p. 262 |
Summary | p. 264 |
Java ME, DoJa and Flash Lite on Symbian OS | |
MIDP Games on Symbian OS | p. 265 |
Introduction | p. 265 |
Java ME 101 | p. 265 |
To Java ME or Not To Java ME? | p. 270 |
Tools and SDKs | p. 271 |
What About MIDP on Symbian OS? | p. 272 |
Pausing for Breath | p. 274 |
Living it Up | p. 277 |
Game Architecture | p. 280 |
Case Study: Third Degree | p. 282 |
Did You Hear That SNAP? | p. 289 |
And Another Thing... | p. 293 |
Further Reading | p. 294 |
Games In Japan | p. 297 |
Introduction | p. 297 |
The Japanese Market | p. 297 |
Enter DoJa! | p. 299 |
DoJa 2.5 Overview | p. 302 |
Porting MIDP to DoJa | p. 310 |
DoJa and Eclipse | p. 313 |
Mascot | p. 316 |
Tokyo Titles | p. 318 |
At The End Of The Day | p. 319 |
Flash Lite Games on Symbian OS | p. 321 |
Introduction | p. 321 |
Flash Lite on Mobile Phones | p. 323 |
Flash Lite Overview | p. 324 |
Flash Lite Development Tools | p. 329 |
Flash Lite Ecosystem | p. 335 |
References and Resources | p. 337 |
Airplay | p. 341 |
Index | p. 351 |
Table of Contents provided by Ingram. All Rights Reserved. |
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The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.