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

Creating multiple resource sets


Since Marmalade allows us to target so many different devices, it seems a shame to limit ourselves to a subset of them just because our graphics are too low or too high resolution for certain devices, or some devices have less memory and therefore can't handle lots of high resolution textures.

Another issue we might face is that different devices support different file formats for audio or video clips. To improve render speed and memory usage we might also consider using hardware texture compression, which of course varies depending on the type of graphics processor a particular device has.

Marmalade provides a couple of solutions to these problems. The first, more global approach is to make use of build styles , which allow us to both load different sets of resource files when loading a GROUP file and specify the type of hardware texture compression to apply.

Build styles are then enhanced by the concept of resource templates, which allow us to more finely...