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9780470998045

Games on Symbian OS : A Handbook for Mobile Development

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  • ISBN13:

    9780470998045

  • ISBN10:

    0470998040

  • Edition: 1st
  • Format: Paperback
  • Copyright: 2008-04-29
  • Publisher: Wiley

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Summary

The first part of this book discusses the mobile games industry, and includes analysis of why the mobile industry differs from other sectors of the games market, a discussion of the sales of mobile games, their types, the gamers who play them, and how the games are sold. The second part describes key aspects of writing games for Symbian smartphones using Symbian C++ and native APIs. The chapters cover the use of graphics and audio, multiplayer game design, the basics of writing a game loop using Symbian OS active objects, and general good practice. There is also a chapter covering the use of hardware APIs, such as the camera and vibra. Part Three covers porting games to Symbian OS using C or C++, and discusses the standards support that Symbian OS provides,and some of the middleware solutions available. A chapter about the N-Gage platform discusses how Nokia is pioneering the next generation of mobile games, by providing a platform SDK for professional games developers to port games rapidly and effectively. The final part of the book discusses how to create mobile games for Symbian smartphones using java ME, Doja (for Japan) or Flash Lite 2. This book will help you if you are: * a C++ developer familiar with mobile development but new to the games market * a professional games developer wishing to port your games to run on Symbian OS platforms such as S60 and UIQ * someone who is interested in creating C++, Java ME or Flash Lite games for Symbian smartphones. This book shows how to create mobile games for Symbian smartphones such as S60 3rd Edition, UIQ3 or FOMA devices. It includes contributions from a number of experts in the mobile games industry, including Nokia's N-gage team, Ideaworks3D, and ZingMagic, as well as academics leading the field of innovative mobile experiences.

Author Biography

Jo Stichbury has worked within the Symbian ecosystem since 1997, in the Base, Connectivity, and Security teams of Symbian, as well as for Advansys, Sony Ericsson and Nokia. At Nokia, she worked in the N-Gage team, providing technical support to game developers worldwide, and while there, she discovered that it is possible to play games at work legitimately. there's been no going back, and she's now trying to think up an excuse for playing Spore professionally for Symbian Press, whilst eagerly awaiting the game's release.

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.

Table of Contents

Forewordsp. ix
About this Bookp. xiii
About the Authorsp. xvii
Editor's Acknowledgementsp. xxiii
A Symbian Perspective on Mobile Games
Introductionp. 1
Why Games?p. 1
What Is Symbian? What Is Symbian OS?p. 2
Some Statisticsp. 6
Games Platforms Comparedp. 10
Types of Mobile Gamesp. 13
Who Plays Mobile Games?p. 16
Who's Who in Mobile Game Creation?p. 17
Mobile Game Distribution: Routes to Marketp. 20
The User Experiencep. 25
Mobile Game Platformsp. 27
Portability and Compatibilityp. 32
Smartphone Characteristicsp. 37
The Future for Games on Symbian Smartphonesp. 38
Summaryp. 40
Creating Native Games on Symbian OS v9
Symbian OS Game Basicsp. 43
Introductionp. 43
The Game Loopp. 43
The Heartbeat Timerp. 46
Handling Input from the Keypadp. 49
Handling Input from the Screenp. 52
System Eventsp. 54
Memory Management and Disk Spacep. 57
Maths and Floating Point Supportp. 59
Tools and Further Readingp. 60
Graphics on Symbian OSp. 61
Introductionp. 61
Overviewp. 62
On Frame Ratep. 64
About Display Memoryp. 67
A Primer on Drawing on Symbian OSp. 68
Direct Screen Accessp. 75
Double Buffering and Anti-Tearingp. 83
Pixel Color Representationsp. 90
Loading and Manipulating Imagesp. 97
Scaling for Variable Screen Sizes and Resolutionsp. 105
Rendering Textp. 111
Playing Video Clipsp. 115
Less Useful APIsp. 121
Summaryp. 121
Adding Audio to Games on Symbian OSp. 123
Introductionp. 123
Multimedia Framework (MMF)p. 124
Sound Effectsp. 128
Background Musicp. 142
Best Practice in Mobile Game Audiop. 150
What's Next?p. 151
Multiplayer Gamesp. 157
Introductionp. 157
Local Multiplayer Games Over a Bluetooth Connectionp. 159
Online Multiplayer Gamesp. 160
Airplay Online: A Multiplayer SDK and Service Solutionp. 165
N-Gage Arenap. 171
Other Online Multiplayer Solutionsp. 174
Further Readingp. 174
Exploiting the Phone Hardwarep. 175
Introductionp. 175
Camerap. 178
Locationp. 188
3D Motion Sensorsp. 198
Vibrationp. 207
Summaryp. 216
Acknowledgementsp. 216
Porting Games to Symbian OS
C/C++ Standards Support for Games Developers on Symbian OSp. 217
P.I.P.S. Is POSIX on Symbian OSp. 217
Open Cp. 220
OpenKODEp. 224
OpenVGp. 227
OpenMAXp. 228
OpenSL ESp. 229
EGLp. 230
OpenGL ESp. 231
Get Your Fixp. 234
Enough Already!p. 236
Further Readingp. 237
The N-Gage Platformp. 239
A Brief History of N-Gagep. 239
N-Gage Platform: The Next Generation of Mobile Gamingp. 244
The N-Gage SDKp. 248
The N-Gage Applicationp. 256
Becoming an N-Gage Developerp. 262
Summaryp. 264
Java ME, DoJa and Flash Lite on Symbian OS
MIDP Games on Symbian OSp. 265
Introductionp. 265
Java ME 101p. 265
To Java ME or Not To Java ME?p. 270
Tools and SDKsp. 271
What About MIDP on Symbian OS?p. 272
Pausing for Breathp. 274
Living it Upp. 277
Game Architecturep. 280
Case Study: Third Degreep. 282
Did You Hear That SNAP?p. 289
And Another Thing...p. 293
Further Readingp. 294
Games In Japanp. 297
Introductionp. 297
The Japanese Marketp. 297
Enter DoJa!p. 299
DoJa 2.5 Overviewp. 302
Porting MIDP to DoJap. 310
DoJa and Eclipsep. 313
Mascotp. 316
Tokyo Titlesp. 318
At The End Of The Dayp. 319
Flash Lite Games on Symbian OSp. 321
Introductionp. 321
Flash Lite on Mobile Phonesp. 323
Flash Lite Overviewp. 324
Flash Lite Development Toolsp. 329
Flash Lite Ecosystemp. 335
References and Resourcesp. 337
Airplayp. 341
Indexp. 351
Table of Contents provided by Ingram. All Rights Reserved.

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The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

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