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9781584505129

Mobile 3D Game Development From Start to Market

by ;
  • ISBN13:

    9781584505129

  • ISBN10:

    1584505125

  • Edition: 1st
  • Format: Paperback
  • Copyright: 2007-02-22
  • Publisher: Charles River Media
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List Price: $49.99

Summary

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 throughout the world, making the Java Mobile platform the most disseminated video game capable platform on the planet. Until now, however, there has been limited technical information on how todevelop these games, but with Mobile 3D Game Development: From Start to Market, you'llfi nd everything you need to know.This hands-on, practical book teaches current game developers, 2D mobile developers, and new game developers how to develop your own commercial-quality 3D games for Java enabled mobile phones. Using Java(TM) ME and 3D API (M3G API), you'll work through the entire production process with an emphasis on the practical application of art production and programming techniques.The book guides you through the process of developing three complete games-- Space Busters, a multiplayer racer, and an FPS. For each game, all of the necessary steps needed to create a production-quality game are covered. And, within each chapter concepts are presented using a mixture of general theory with immediate application to the task ofbuilding the game.So if you want to get into the 3D game market, this is the resource that will get you started!

Author Biography

Carlos Morales is an associate professor of computer graphics technology at Purdue University

Table of Contents

Prefacep. xix
Acknowledgmentsp. xv
Mobile Game Development Processp. 1
Mobile Game Designp. 1
Unique Characteristics of Developing Games for Phonesp. 5
Successful Mobile Gamesp. 9
Summaryp. 10
Referencesp. 10
Introduction to Mobile Application Developmentp. 11
Mobile Application Environmentsp. 11
Java ME-Related Terminologyp. 15
Setting Up the Development Environmentsp. 16
Summaryp. 29
Referencesp. 29
Creating MIDlets from the Ground Upp. 31
Anatomy of a Mobile Applicationp. 31
Creating a New Wireless Toolkit Projectp. 32
Creating a MIDlet Classp. 34
Creating a Canvas Classp. 38
Creating a Flexible Game Canvasp. 40
Summaryp. 44
For more in-depth information about developing 2D Java ME applications, check out these booksp. 44
2D Graphics with MIDP 2.0p. 45
Drawing Text to the Screenp. 45
Drawing Images in MIDP 2.0p. 49
Creating Sprites for Smooth Animationp. 50
Simple User Input for MIDP 2.0 Gamesp. 54
Creating the 2D Game Space Bustersp. 56
Summaryp. 67
Referencesp. 68
Mobile 3D Graphics (M3G) APIp. 69
Overview of the M3G APIp. 69
Structure of M3G API Classesp. 70
Rendering with Graphics3Dp. 72
Scene Graph-Related Classesp. 79
Type-Specific Nodesp. 87
Loader and World Classesp. 102
Rendering with Immediate and Retained Modesp. 104
Summaryp. 130
Referencesp. 130
Mobile 3D Graphics (M3G) Part IIp. 131
Vertex and Index Buffersp. 131
Appearance (javax.microedition.m3g.Appearance)p. 137
PolygonMode (javax.microedition.m3g.PolygonMode)p. 143
Animationp. 159
MorphingMeshp. 168
SkinnedMeshp. 182
Summaryp. 199
Referencesp. 200
Transformationsp. 201
Mathematical Backgroundp. 202
Computer Graphics Transformationsp. 215
Transformations in M3Gp. 221
Transform (javax.microedition.m3g.Transform)p. 222
Summaryp. 224
Referencesp. 224
Space Busters 3Dp. 225
Space Busters 3D Designp. 225
Art Creationp. 227
Programming Space Busters 3Dp. 237
Representing the Playerp. 246
Attacking Enemiesp. 246
Collisions Between Bullets and Enemiesp. 248
Enemies in Space Busters 3Dp. 250
Summaryp. 266
Referencesp. 267
The First Person Shooter: Savagep. 269
Savage Game Designp. 270
Programming the Game Savagep. 274
The MIDlet Classp. 274
The Canvas Classp. 275
The Game Initializationp. 276
Lights Out!p. 278
Updating the Gamep. 279
Drawing the Gamep. 282
User Inputp. 284
Restarting the Gamep. 291
A Special Effectp. 292
Representing the Playerp. 292
The Levelp. 294
The Health Entityp. 296
The Weapon Entityp. 296
The SpearEntity to End the Gamep. 298
The Enemy Controllerp. 299
The Enemyp. 300
The Heads-Up Display (HUD)p. 307
Detecting Frames Per Secondp. 308
Summaryp. 344
Referencesp. 346
Networkingp. 347
Generic Connection Framework (GCF)p. 347
Working with Datagramsp. 350
Working with HTTP Streamsp. 352
Permission for Network Accessp. 355
Summaryp. 356
Referencesp. 356
Art Creation for Mobile 3D Gamesp. 357
Low Polygon Humanoid Modelingp. 355
Building the Art for the First Person Shooter (FPS)p. 368
Building the Art for the Racing Gamep. 376
UV Mappingp. 377
Baking Texturesp. 382
Baking Light Mapsp. 386
Summaryp. 387
Multiplayer Hover Racing Gamep. 389
Designing with the Multiplayer in Mindp. 390
Updating the Gamep. 396
Drawing the Gamep. 399
User Inputp. 404
Representing the Playerp. 408
The Camerap. 410
Keeping Timep. 412
Starting the Racep. 413
Summaryp. 447
Referencesp. 448
Going to Marketp. 449
Testingp. 449
Digital Signatures and Certificationp. 451
Distributing Your Gamesp. 455
Summaryp. 465
Referencesp. 465
About the CD-ROMp. 467
Indexp. 469
Table of Contents provided by Ingram. All Rights Reserved.

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