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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
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