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 Mobile 3D Game Development: From Start to Market
  

  Mobile 3D Game Development: From Start to Market by Carlos Morales ; David Nelson

  • Published by: CHARLES RIVER MEDIA
  • Author: Carlos Morales ; David Nelson
  • Page Count: 480
  • Group: PROGRAMMING - GAME DESIGN
  • ISBN: 1584505125/9781584505129
  • Published: Mar 2007

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Book Information and Description:

Mobile 3D Game Development: From Start to Market
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-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 fi 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 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!

CONTENTS:

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