Synopses & Reviews
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!
Mobile 3D Game Development: From Start to Market teaches how to develop 3D-games for JAVA-enabled mobile phones by guiding programmers through the process of developing three complete games based around three different game genres (racing, first-person shooter, and role playing). In the process of developing each game, the entire game production process is covered with an emphasis on the practical application of art production and programming techniques. For each game, all of the necessary steps needed to realistically implement a production-quality game for that genre 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 being covered. The primary focus of the book is on the development of J2ME 3D games and the integration of 3D art assets. The 3D modeling techniques, guidelines, and limitations of the Mobile 3D environment are explained, and audio, AI, and Networking are discussed and implemented. Common mistakes encountered by beginner developers are explained and techniques for overcoming these mistakes are presented. Game art creation is presented within the context of completing the games presented in the book. After completing the book, developers will develop the skills they need to create their own games and 3D models.
Explains the entire process of developing 3D games for Java-enabled mobile phones by taking programmers through the steps of creating three complete games based on different game genres--racing, role playing, and first-person shooter--emphasizing the practical applications of art production and programming techniques, the basics of J2ME, and more. Original. (Intermediate)
About the Author
Carlos Morales is an associate professor of computer graphics technology at Purdue University where he teaches mobile game development. While at Purdue he has focused on the development of gaming technologies within educational settings. He currently has numerous grants to develop educational games. Prior to coming to Purdue, Carlos worked at High Voltage Software developing console games. He is the author of Web Design and Development Using XHTML. as well as many professional papers. He holds an M.S. in Educational Computing, Purdue University, 1997, a B.A. in Telecommunications, Purdue University, 1995, and a B.A.in Film Studies, Purdue University, 1995 David Nelson is a developer at Purdue University where he specializes in the development of educational games. He is currently leading a team of developers creating mobile games as part of an educational grant. He is also serving as a game-play and tool programmer on a grant from the National Science Foundation aimed at creating PC-based educational games. David is working on a B.S. in Computer Graphics Technology and a B.S. in Computer Science at Purdue University.
Table of 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