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Marmalade SDK Mobile Game Development Essentials

Marmalade SDK Mobile Game Development Essentials

By : Sean Scaplehorn
4.5 (2)
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Marmalade SDK Mobile Game Development Essentials

Marmalade SDK Mobile Game Development Essentials

4.5 (2)
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)
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Marmalade SDK Mobile Game Development Essentials
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1
Index

Example code


If you download the code package for this chapter, you will find three projects that illustrate the use of the Marmalade functionality we have learnt about in this chapter.

The ITX project

The ITX project demonstrates use of the ITX text parser and the CIwManaged class.

The example first creates custom instances of our own class by parsing an ITX file, then serializes those instances out to a file. All the instances are then destroyed and re-created by loading the serialized file back in.

The example also demonstrates the use of two more parts of the IwUtil API, which we haven't covered in depth, but are very useful to know about. First is the class CIwManagedList, which is used for maintaining a list of objects derived from CIwManaged, and the second is the IwTrace system that allows us to log information to a file (and to the standard output) in order to aid debugging.

The Graphics2D project

The Graphics2D project pulls everything we've learnt in this chapter together to render...

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