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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


Here are some details about the example projects that accompany this chapter.

The Cube project

This is a complete example of the first spinning cube project discussed in this chapter, where we generate the model data in code and submit it to IwGx for rendering using IwGxDrawPrims. See the following screenshot:

The Cube2 project

This project is almost identical to the previous project, except that the model data for the cube has been exported as a GEO file from a 3D modeling package.

The Skiing project

For this chapter the Skiing game waves goodbye to its old bitmapped graphics and instead says hello to some new 3D models instead. A screenshot of the game with its new 3D skin can be seen in the following figure:

The following sections describe some of the other more interesting changes to the game code for this chapter.

Migration to 3D

The first step was to change all position and velocity information from being 2D vectors to 3D vectors, which meant changing CIwVec2 instances to CIwFVec3...

Visually different images
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