Synopses & Reviews
3D graphics capabilities continue to advance in leaps and bounds. Once the domain of high-end computers, amazing 3D graphics are now readily available for mobile devices. Mobile 3D Graphics: Learning 3D Graphics with the Java Micro Edition is your hands-on guide to this exciting new world! Learn the fundamentals of 3D graphics by using the Mobile 3D Graphics API (JSR 184). Focusing on the Java Platform, Micro Edition, this book is filled with a multitude of easy-to-understand, real-world examples. You will start with the basics of 3D programming, but there is plenty of advanced coverage too, including quaternion math, environment mapping, and creating articulated characters. You'll also learn how to create 3D content in in the open-source tool Blender, import the artwork into your application, and then tailor the export to meet your needs. By the time you are finished, you will possess 3D graphic skills that will easily extend to other APIs, including OpenGL ES with JSR 239 and the MascotCapsule V3 API, which are both featured in the appendix. Whether you are a complete 3D graphics novice, a game programmer ready to extend your skills to a new arena, or a software developer hoping to break into the game industry, this book will serve as a one-of-a-kind, comprehensive guide to mobile 3D graphics!
Synopsis
A thorough guide to 3D graphics programming with Java on mobiles for programmers with a working knowledge of Java programming furnishes a comprehensive tutorial in the essential skills of 3D programming and covers such areas as textures, lighting, blending and transparency, geometric objects, keyframe animations, M3G's binary format, and other essential topics. Original. (Intermediate)
Synopsis
3D graphics capabilities continue to advance in leaps and bounds. Once the domain of high-end computers, amazing 3D graphics are now readily available for mobile devices. Mobile 3D Graphics: Learning 3D Graphics with the Java Micro Edition is your hands-on guide to this exciting new world Learn the fundamentals of 3D graphics by using the Mobile 3D Graphics API (JSR 184). Focusing on the Java Platform, Micro Edition, this book is filled with a multitude of easy-to-understand, real-world examples. You will start with the basics of 3D programming, but there is plenty of advanced coverage too, including quaternion math, environment mapping, and creating articulated characters. You will also learn how to create 3D content in in the open-source tool Blender, import the artwork into your application, and then tailor the export to meet your needs. By the time you are finished, you will possess 3D graphic skills that will easily extend to other APIs, including OpenGL ES with JSR 239 and the MascotCapsule V3 API, which are both featured in the appendix. Whether you are a complete 3D graphics novice, a game programmer ready to extend your skills to a new arena, or a software developer hoping to break into the game industry, this book will serve as a one-of-a-kind, comprehensive guide to mobile 3D graphics
Synopsis
Most current games are based on classic concepts such as Tetris or Pac-Man that use addictive game play, but simple graphics. 3D graphics is a natural progression that mirrors the trend of some years ago when almost all PC and console-based games became 3D. Mobile 3D Graphics: Learning 3D Graphics with the Java Micro Edition provides a thorough introduction to 3D graphics programming with Java on mobiles. It assumes no knowledge of 3D graphics, but does assume a working knowledge of Java programming. While the mobile game market is attractive due to the low entry barriers of developing in Java, the basics of 3D graphics can be complex. Mobile 3D Graphics teaches all the skills necessary for 3D programming. You will learn skills that can be applied to the Java Micro Edition, but also to any other 3D platform. While the competition for game programming jobs is high, numerous opportunities exist within the mobile game market. Mobile 3D Graphics is the ideal guide for anyone hoping to jump into the segment of the industry, including mobile game programmers hoping to expand their skills to 3D, students searching for an inexpensive programming environment for conquering 3D graphics, hobbyists interested in seeing their ideas through to creation.
Table of Contents
Chapter 1 The Mobile 3D Graphics API Chapter 2 Hello, 3D World! Chapter 3 Before You Start Chapter 4 Rendering Geometric Objects Chapter 5 Transformations Chapter 6 Lighting Chapter 7Textures Chapter 8 Blending and Transparency Chapter 9 Scene Graph Chapter 10 M3G?s Binary Format Chapter 11 Keyframe Animations Chapter 12 Dynamic Meshes Appendices A Reference Geometry and Fragment Pipelines B 3D Tools with M3G Support C Manufacturer Web Sites D Mascot Capsule API v3 E Java Bindings for OpenGL ES (JSR 239) F Examples in the Book 26