Mobile 3D Game Development: From Start to Market
暫譯: 行動3D遊戲開發:從開始到市場

Carlos Morales, David Nelson

  • 出版商: Charles River Media
  • 出版日期: 2007-02-22
  • 定價: $1,580
  • 售價: 5.0$790
  • 語言: 英文
  • 頁數: 496
  • 裝訂: Paperback
  • ISBN: 1584505125
  • ISBN-13: 9781584505129
  • 相關分類: 遊戲設計 Game-design
  • 立即出貨(限量) (庫存=3)

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商品描述

Description

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.

 

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

商品描述(中文翻譯)

**描述**

《行動3D遊戲開發:從開始到市場》教導如何為支援JAVA的行動電話開發3D遊戲,通過引導程式設計師開發三款基於三種不同遊戲類型(賽車、第一人稱射擊和角色扮演)的完整遊戲。在開發每款遊戲的過程中,涵蓋了整個遊戲製作過程,並強調藝術製作和程式設計技術的實際應用。對於每款遊戲,書中都涵蓋了實現該類型生產質量遊戲所需的所有必要步驟,並在每一章中以一般理論與立即應用於所涵蓋的遊戲建設任務的混合方式呈現概念。

本書的主要重點是J2ME 3D遊戲的開發及3D藝術資產的整合。解釋了行動3D環境的3D建模技術、指導方針和限制,並討論和實現了音頻、人工智慧和網絡。解釋了初學者開發者常遇到的錯誤,並提出克服這些錯誤的技術。遊戲藝術創作是在完成書中所呈現的遊戲的背景下進行的。完成本書後,開發者將培養出創建自己遊戲和3D模型所需的技能。

**目錄**

1) 遊戲開發簡介
遊戲開發過程
藝術製作
軟體開發(人工智慧;物理;渲染;用戶輸入;網絡)

2) J2ME簡介
J2ME是什麼
J2ME平台基礎
開發環境和工具
J2ME SDK

3) J2ME - 基礎構建塊
MIDlet生命週期管理
命令定義和處理
畫布
用戶輸入處理

4) 使用保留模式的3D J2ME簡介
遊戲藝術創作簡介
進入保留模式渲染的3D領域
編程一個顯示前一步驟中創建的汽車的3D保留應用程序。
保留模式的用途
原型設計你的遊戲

5) 數學章節
坐標系
向量
矩陣

6) 使用即時模式3D
MIDlet
即時模式中的GameCanvas
雙緩衝和硬體渲染
在即時模式中創建物件
渲染我們的環境
一個簡單但有效的相機
即時模式中的變換
創建一個穩固但靈活的渲染管道
將模型加載到世界中

7) 專案1:第一人稱射擊(FPS)
在製作第一人稱射擊遊戲時需要考慮的遊戲設計問題
FPS的藝術製作
FPS的獨特編程考量

8) 專案2:賽車遊戲
行動賽車遊戲的遊戲設計基礎
在製作賽車遊戲時需要考慮的遊戲設計問題
行動賽車遊戲的藝術製作?
賽車遊戲的獨特編程考量
將其整合在一起

9) 專案3:多人角色扮演遊戲
在製作角色扮演遊戲時需要考慮的遊戲設計問題
角色扮演遊戲的藝術製作
角色扮演遊戲的獨特編程考量

10) 附錄A -- 深入數學回顧

11) 附錄B - J2ME類別參考

12) 附錄C - JSR-184參考