Just Books for Kids   In association with Amazon.com
Categories
Dr Seuss
New Readers
Animals
Adventure
Vacation
Science
Sports
Heros
Family
Pre Teen
Computer
Reference
Ads
Monty Python's Life of Brian arguably the funniest movie ever made on DVD

Pamela's Gluten Free Products great cookies and more

Compare Condom Prices Vitamins 99 shows you prices at selected sellers

Jesus Wafers get wholesale prices on wafer thin slices of Jesus!

Ads by Steve

Bookmark this page:
ADD TO DEL.ICIO.US ADD TO DIGG ADD TO FURL ADD TO STUMBLEUPON ADD TO YAHOO MYWEB ADD TO GOOGLE

Mobile 3D Game Development: From Start to Market (Charles River Media Game Development)

Mobile 3D Game Development: From Start to Market (Charles River Media Game Development)
Authors: Carlos Morales, David Nelson
Publisher: Charles River Media
Category: Book

List Price: $49.99
Buy Used: $24.49
You Save: $25.50 (51%)



New (27) Used (10) from $24.49

Rating: 4.5 out of 5 stars 4 reviews
Sales Rank: 465215

Media: Paperback
Edition: 1
Pages: 496
Number Of Items: 1
Shipping Weight (lbs): 2.2
Dimensions (in): 9 x 7.4 x 1.1

ISBN: 1584505125
Dewey Decimal Number: 794.81536
EAN: 9781584505129
ASIN: 1584505125

Publication Date: February 22, 2007
Availability: Usually ships in 1-2 business days
Shipping: Expedited shipping available
Shipping: International shipping available
Condition: softcover; Item condition: GOOD. ex-library/associated marks/stickers, otherwise clean text; general wear; ; Publisher: Charles River Media 2007;

Editorial Reviews:

Product Description
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 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(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!


Customer Reviews:

5 out of 5 stars Awesome   August 11, 2008
J. S. Harbour (Arizona)
This book gets right down to business of creating Java ME games without any fluff. By the end of chapter 3, you will be on the way to creating a reusable game class containing a game loop, and chapter 4 gets right into the 2D graphics capabilities of Java Me with an example game. The rest of the book is devoted to 3D game development in Java Me, based on OpenGL ES (M3D). I was extremely happy with this book, and am using it in my mobile course now. This was a welcome find and a good alternative to the misleading Java ME Game Programming book by Flynt.


4 out of 5 stars Good guide   March 13, 2008
Pappalardo Simona (Milan, Italy)
This book is a very good introductory manual to 3D mobile game development,
with a clear explanation on basilary concepts. It provides a summary on basic
3D mathematical concepts. This is excellent to refresh this topic but not for
learning but, on the other hand, it is not the aim of the book.

The 3D examples have been made with 3DStudio and LightWave but not with Maya
which would have been appreciated considering its use in real world 3D
applications.

The chapter on distribution of the game on the market is really interesting. It
provides practical examples on possible distribution channels on the market.
For instance, the creation of a paypal-enabled web page created to distribute
and sell the mobile game on the market has been really appreciated.

Unfortunately, the porting of the game on the various target devices has been
discussed with superficiality, without any detail, too much generic with very
little usefulness.

It would have been nice to see some screenshots of the implemented games as
examples in the book, just to have a general idea on the final game appeal.

Overall, I highly recommend this book since I effectively learned the basic on
3D mobile game programming.




4 out of 5 stars Very good   July 27, 2007
Short Dog
3 out of 3 found this review helpful

This book is really very well written and the only one I know on the market of its kind. It's great if you are moving from 2D to 3D J2ME games. I gave it 4, instead of 5, stars firstly, because all the art work is done for Maya, Lightwave, or 3DS. These are very expensive modelling tools. The authors could have used an excellent alternative, Blender, which is just as powerful but free. Secondly, the authors use NetBeans. A better choice might have been Eclipse with the EclipseME plug-in since I believe the Eclipse community is bigger and perhaps more resourceful. Thirdly, there are a number of small errors in the book, particularly in Chapter 7. Finally, speaking of Ch 7, the book is rough going with the math. It's almost as if the authors were afraid to go into more detail knowing many people might be turned off by 3D math. But this seems to me just the place to slow down rather than breeze through the subject. For instance, they don't explain how or why matrix inversion is used nor how it can fail. Then, they go through all this math and don't give example code or even a snippet, of how to use it, for instance, the Transform class. That's too bad. They had this tiger (called 3D math) by the tail and let it go. Actually, to cover more of the math and details of mobile 3D I would recommend Hofele, C., "Mobile 3D Graphics", as a companion text. Hofele is also very good although the focus is less on mobile games than mobile 3D.


5 out of 5 stars Great read!   May 8, 2007
Joshua Newnham (London)
4 out of 5 found this review helpful

Very easy to read and a great way to get started in developing 3d games. Unlike alot of other j2me game developer books it is specific for games and not so much J2ME itself, it provides a create resource for the whole process from developing the game to creating the models.

Recommend to anyone interested in getting started for J2ME 3d game development.

Will be looking forward to your next book.


New Age MP3s Legit Downloads: MP3 files with no DRM, 100% legal and honest

Flip Video Camcorders best selection at Camcordium.com

Compare Condom Prices Vitamins 99 shows you prices at selected sellers

Ads by Steve


Ultra Mega Mart: bigger than those other marts