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Main » 2018 » April » 2 » Windows Mobile Game Development Building Games for the Windows Phone and Other Mobile
11:48:40
Windows Mobile Game Development Building Games for the Windows Phone and Other Mobile
Windows Mobile Game Development Building Games
for the Windows Phone and Other Mobile






Size : 6,98 Mb
Author : Adam Dawes
Format : PDF
Pages : 438


This book is written for those who are already familiar with programming one of the two main managed Visual Studio languages, C# or Visual Basic.NET. It is assumed that you already have a grasp of the fundamentals of programming and are familiar with using the environment for PC-based application development. This book is not an introduction to programming or to Visual Studio itself. You will, however, be given a complete guide to setting up the development environment for Windows Mobile programming, getting your first programs to compile, and interactively debugging your games as they run either on the Windows Mobile emulators included with Visual Studio or on a real device. To develop software for your device, you will need access to either Visual Studio 2005 Standard or Visual Studio 2008 Professional. While many of the projects in this book can be developed using the Windows Mobile emulators, I strongly recommended that you do have access to a real device to test your games. For developing games using OpenGL, as discussed toward the end of the book, you will need a device that has OpenGL hardware acceleration available, as no emulators currently offer this. Most recent devices do have OpenGL support—check the Internet if you are unsure. The examples in this book are all written using C#, but the vast majority are capable of being converted to VB.NET without any problems. Tips and advice for VB.NET programmers are offered within the text, and workarounds are provided for the few cases where a direct VB.NET conversion is not available.

Chapter Overview

Chapter 1 introduces Windows Mobile and using the Visual Studio development environment to create Windows Mobile games applications. It covers some of the different hardware configurations that you may need to work with and explains how to set up simple .NET Compact Framework projects running against the emulators and hardware devices.

Chapter 2 explores the user interface, explaining how to use forms and controls, menus, and timers as well as more specialized subjects such as capturing pictures using the camera.

Chapter 3 introduces the first game development concepts, exploring the Graphics Device Interface (GDI) graphics system. While the GDI is fairly primitive in its abilities, it is still capable of producing interesting and playable games and works across all Windows Mobile devices, and the mechanisms for creating these are investigated.

Chapter 4 starts to build a reusable game engine that will provide simplification for lots of the features that we need to use to make complex and flexible games. It provides a simple mechanism for creating lots of independent and interdependent objects within a game environment and optimizes the GDI rendering process to get games running as fast as possible.

Chapter 5 shows how the timing of games can be made consistent across all devices, regardless of their speed, graphical capabilities, or processor load from other parts of the system. The speed of animation is made entirely predictable without any loss of flexibility or fluidity.

Chapter 6 covers the subject of user input. All sorts of input devices are available on Windows Mobile devices, from touch screens and keyboards through to accelerometers, and all of these are explored in detail to show how they can be used to allow your games to be controlled.

Chapter 7 turns up the volume and reveals the options for game audio, covering simple sound effects to MP3 and music playback. Everything you need to know about sound for your games can be found here.

Chapter 8 combines everything that has been covered so far into a full working game called GemDrops. Featuring colorful graphics, a variety of control mechanisms for different device capabilities, screen resolution independence, sound effects and music, the whole game is built step by step to show how an actual game can be developed.

Chapter 9 provides a series of reusable components that may be used in any game. A simple mechanism for loading and saving user settings, a message presentation window, a flexible high score table, and an application information page are all provided to allow you to focus on writing your game rather than having to reinvent these features yourself.

Chapter 10 opens the door to the world of OpenGL for Embedded Systems (OpenGL ES) graphics programming. Beginning by exploring the concepts and mechanisms behind OpenGL ES and comparing and contrasting these to GDI, everything you need to initialize an OpenGL ES environment and present colorful texture-mapped graphics can be found here.

Chapter 11 integrates the OpenGL ES features from Chapter 10 into the game engine, providing a series of reusable functions to simplify OpenGL ES game development. The focus of this chapter is using the game engine for 2D graphics, exploring the features that are opened up in this area by OpenGL ES beyond those provided by GDI.

Chapter 12 lifts up the OpenGL ES feature set into the third dimension, explaining how to create 3D game worlds. Subjects covered include perspective, the depth buffer, and lighting so that your scenes really come to life.

Chapter 13 continues the exploration of OpenGL ES in the third dimension and introduces a number of useful new features to the game engine. These include importing 3D objects and third-party modeling packages, moving and manipulating the cameras within a game world, and applying fog to a 3D scene.

Chapter 14 wraps up everything with tips and techniques for distributing your game to the world, covering subjects such as version control, creating installation packages, registration code systems, reverse engineering, and promotion of your game.



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