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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 to develop these games, but with Mobile 3D Game Development: From Start to Market, you'll find 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 of building the game. So if you want to get into the 3D game market, this is the resource that will get you started!
1)Intro to Game Development Game Development Process Art Production Software Development (AI; Physics; Rendering; User input; Networking) 2)Introduction to J2ME What is J2ME Basics of J2ME Platform Development environment and tools J2ME SDK 3)J2ME - Building Blocks MIDlet lifecycle management Command definition and handling Canvases User Input Handling 4)Intro to 3D J2ME using retained mode Introduction to game art creation Entering the realm of 3D with retained mode rendering Programming a 3D retained application that displays the car created in the previous step. Uses of retained mode Prototyping your game 5)Math Chapter Coordinate Systems Vectors Matrices 6)Using Immediate mode 3D The MIDlet The GameCanvas in Immediate mode Double Buffering and Hardware rendering Creating objects in immediate mode Rendering our environment A simple but effective camera Transformations in immediate mode Creating a solid but flexible rendering pipeline Loading models into the world 7)Project 1: First-Person Shooter (FPS) Game design questions to consider in making a first person shooter Art production for an FPS Unique programming concerns for FPS 8)Project 2: Racing Game Game Design Basics of a mobile racing game Game design questions to consider in making a racing game Art production for a mobile racing game? Unique programming concerns for racing game Putting it together 9)Project 3: Multi-player Role playing game Game design questions to consider in making a role-playing game Art production for role playing game Unique programming concerns for role playing game 10)Appendix A — In Depth Math Review 11)Appendix B - J2ME Class Reference 12)Appendix C - JSR-184 Reference
Posted June 30, 2009
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