Book Image

Marmalade SDK Mobile Game Development Essentials

By : Sean Scaplehorn
Book Image

Marmalade SDK Mobile Game Development Essentials

By: Sean Scaplehorn

Overview of this book

Modern mobile devices are capable of supporting video games of amazing quality but there are so many different devices and platforms how can you support them all? The answer is to use the Marmalade SDK to write your code once and deploy it to all popular mobile platforms at the touch of a button.Marmalade SDK Mobile Game Development Essentials will provide you with everything you need to know to transfer your existing C++ videogame programming knowledge to mobile devices. From graphics and sound to input methods and actual deployment to device, this book covers the lot.Learn how to make use of keys, touch screen and accelerometer inputs for controlling your game.Take the pain out of supporting a varied range of target devices, both across multiple platforms and multiple specifications.Step by step from "Hello World" to a complete game, this book will show how to use the Marmalade SDK to develop games for mobile devices.Learn how to make dazzling 2D and 3D games complete with fully animated characters, music and sound effects that can be deployed to all the leading mobile platforms, whilst ensuring it can run on a wide range of possible devices, from low specification to high end.If you want to join the exciting world of mobile videogames then Learning Mobile Game Development with Marmalade will show you how to do so, fast!
Table of Contents (17 chapters)
Marmalade SDK Mobile Game Development Essentials
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Loading and rendering an exported 3D model


OK, so now we've got the model data exported, how do we go about loading it into our program and rendering it? It's actually surprisingly easy, as these next sections will show.

Adding the IwGraphics API to a project

Marmalade's 3D model rendering code is part of the IwGraphics API, so before we can draw anything we need to add this library to our project. This is done by adding iwgraphics to the subprojects section of the MKB file.

We then need to add a call to IwGraphicsInit at the start of our program, and IwGraphicsTerminate at the end. This API relies on both IwGx and IwResManager, so we must call the initialization functions for both of these APIs before calling the IwGraphics one.

Loading and accessing an exported 3D model

You've probably already guessed that this is almost trivially easy. The exporter generated a GROUP file, so all we have to do is load it into memory and then dig the model out of the resource group. Here's a block of code...