Designed for game programmers interested in developing mobile phone applications, this book uses QUALCOMM’s BREW development environment to illustrate a variety of techniques in the field of wireless phone games.
Do you love video games? Ever wondered if you could create one of your own, with all the bells and whistles? It's not as complicated as you'd think, and you don't need to be a math whiz or a programming genius to do it. In fact, everything you need
Table of Contents 1. Introduction 2. The EGL Interface 3. OpenGL ES 4. A Fixed-Point Math Primer 5. Developing OpenGL ES Games 6. Limitations of the Medium 7. Audio for Mobile Devices 8. 3D Game Engines for Mobile Devices 9. The Future 10. Mobile Bu
Introduction Only a few short years ago, everyone programmed games in C. There was no question about it—if you wanted to program cutting-edge games, you did so in C. Sure, C++ was around, but it was too “slow.” The advanced features that C++ offered
XNA 2.0 Game Programming When Microsoft released XNA in December 2006, it immediately became clear that this new technology would have a major impact on the possibilities for game developers. XNA was designed from the ground up with ease of use in m