Preface | p. xix |
Acknowledgments | p. xv |
Mobile Game Development Process | p. 1 |
Mobile Game Design | p. 1 |
Unique Characteristics of Developing Games for Phones | p. 5 |
Successful Mobile Games | p. 9 |
Summary | p. 10 |
References | p. 10 |
Introduction to Mobile Application Development | p. 11 |
Mobile Application Environments | p. 11 |
Java ME-Related Terminology | p. 15 |
Setting Up the Development Environments | p. 16 |
Summary | p. 29 |
References | p. 29 |
Creating MIDlets from the Ground Up | p. 31 |
Anatomy of a Mobile Application | p. 31 |
Creating a New Wireless Toolkit Project | p. 32 |
Creating a MIDlet Class | p. 34 |
Creating a Canvas Class | p. 38 |
Creating a Flexible Game Canvas | p. 40 |
Summary | p. 44 |
For more in-depth information about developing 2D Java ME applications, check out these books | p. 44 |
2D Graphics with MIDP 2.0 | p. 45 |
Drawing Text to the Screen | p. 45 |
Drawing Images in MIDP 2.0 | p. 49 |
Creating Sprites for Smooth Animation | p. 50 |
Simple User Input for MIDP 2.0 Games | p. 54 |
Creating the 2D Game Space Busters | p. 56 |
Summary | p. 67 |
References | p. 68 |
Mobile 3D Graphics (M3G) API | p. 69 |
Overview of the M3G API | p. 69 |
Structure of M3G API Classes | p. 70 |
Rendering with Graphics3D | p. 72 |
Scene Graph-Related Classes | p. 79 |
Type-Specific Nodes | p. 87 |
Loader and World Classes | p. 102 |
Rendering with Immediate and Retained Modes | p. 104 |
Summary | p. 130 |
References | p. 130 |
Mobile 3D Graphics (M3G) Part II | p. 131 |
Vertex and Index Buffers | p. 131 |
Appearance (javax.microedition.m3g.Appearance) | p. 137 |
PolygonMode (javax.microedition.m3g.PolygonMode) | p. 143 |
Animation | p. 159 |
MorphingMesh | p. 168 |
SkinnedMesh | p. 182 |
Summary | p. 199 |
References | p. 200 |
Transformations | p. 201 |
Mathematical Background | p. 202 |
Computer Graphics Transformations | p. 215 |
Transformations in M3G | p. 221 |
Transform (javax.microedition.m3g.Transform) | p. 222 |
Summary | p. 224 |
References | p. 224 |
Space Busters 3D | p. 225 |
Space Busters 3D Design | p. 225 |
Art Creation | p. 227 |
Programming Space Busters 3D | p. 237 |
Representing the Player | p. 246 |
Attacking Enemies | p. 246 |
Collisions Between Bullets and Enemies | p. 248 |
Enemies in Space Busters 3D | p. 250 |
Summary | p. 266 |
References | p. 267 |
The First Person Shooter: Savage | p. 269 |
Savage Game Design | p. 270 |
Programming the Game Savage | p. 274 |
The MIDlet Class | p. 274 |
The Canvas Class | p. 275 |
The Game Initialization | p. 276 |
Lights Out! | p. 278 |
Updating the Game | p. 279 |
Drawing the Game | p. 282 |
User Input | p. 284 |
Restarting the Game | p. 291 |
A Special Effect | p. 292 |
Representing the Player | p. 292 |
The Level | p. 294 |
The Health Entity | p. 296 |
The Weapon Entity | p. 296 |
The SpearEntity to End the Game | p. 298 |
The Enemy Controller | p. 299 |
The Enemy | p. 300 |
The Heads-Up Display (HUD) | p. 307 |
Detecting Frames Per Second | p. 308 |
Summary | p. 344 |
References | p. 346 |
Networking | p. 347 |
Generic Connection Framework (GCF) | p. 347 |
Working with Datagrams | p. 350 |
Working with HTTP Streams | p. 352 |
Permission for Network Access | p. 355 |
Summary | p. 356 |
References | p. 356 |
Art Creation for Mobile 3D Games | p. 357 |
Low Polygon Humanoid Modeling | p. 355 |
Building the Art for the First Person Shooter (FPS) | p. 368 |
Building the Art for the Racing Game | p. 376 |
UV Mapping | p. 377 |
Baking Textures | p. 382 |
Baking Light Maps | p. 386 |
Summary | p. 387 |
Multiplayer Hover Racing Game | p. 389 |
Designing with the Multiplayer in Mind | p. 390 |
Updating the Game | p. 396 |
Drawing the Game | p. 399 |
User Input | p. 404 |
Representing the Player | p. 408 |
The Camera | p. 410 |
Keeping Time | p. 412 |
Starting the Race | p. 413 |
Summary | p. 447 |
References | p. 448 |
Going to Market | p. 449 |
Testing | p. 449 |
Digital Signatures and Certification | p. 451 |
Distributing Your Games | p. 455 |
Summary | p. 465 |
References | p. 465 |
About the CD-ROM | p. 467 |
Index | p. 469 |
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