Book Image

PlayStation Mobile Development Cookbook

By : Michael Fleischauer
Book Image

PlayStation Mobile Development Cookbook

By: Michael Fleischauer

Overview of this book

With the PlayStation®Mobile SDK you can create stunning games for the PlayStation®Vita and PlayStation™Certified devices (PS Certified devices). It includes everything you need to get started, including an IDE for developing your code and even an emulator to test your creations. "PlayStation®Mobile Development Cookbook"| is an exciting and practical collection of recipes that help you make the most of this exciting new platform. It provides you with everything you need to create complete 2D or 3D games and applications that fully unlock the potential of the SDK. After quickly covering the basics, you'll learn how to utilize input sources like touch, gamepads, and motion controls, and then move on to more advanced content like creating and animating 2D graphics, networking, playing sound effects and music, adding physics, and then finally jumping into the world of 3D.
Table of Contents (17 chapters)
PlayStationMobile Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Publishing Your Application
Index

Controlling lighting using BasicProgram


In this recipe we will look at how the Model library simplifies the process of adding lighting to our scene.

Getting ready

In Studio create a new project and add a reference to the Sce.PlayStation.HighLevel.Model library. Also add walker.mdx and set its Build Action to Content. The project can be downloaded as Ch8_Example4.

How to do it...

Open AppMain.cs and enter the following in place of the Main function:

public static void Main (string[] args) {
  var graphics = new GraphicsContext ();
  graphics.SetClearColor (0.0f, 0.0f, 0.0f, 0.0f);
  
  var model = new BasicModel("/Application/walker.mdx",0);
  
  Matrix4 view = Matrix4.LookAt( new Vector3(0.0f,0.0f,25.0f),
                new Vector3(0.0f,0.0f,0.0f),
                Vector3.UnitY);
  Matrix4 proj = Matrix4.Perspective(FMath.Radians(45),graphics.Screen.AspectRatio,1,10000f);
  Matrix4 world = Matrix4.Translation(-model.BoundingSphere.Xyz);
  model.SetWorldMatrix(ref world);
  var program = new...