Cover image for Games on Symbian OS : a handbook for mobile development
Title:
Games on Symbian OS : a handbook for mobile development
Publication Information:
Chichester, England ; Hoboken, NJ : Wiley ; Chichester : John Wiley [distributor], 2008
Physical Description:
xxiv, 373 p. : ill. ; 24 cm.
ISBN:
9780470998045

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30000010189924 TK6570.M6 G35 2008 Open Access Book Book
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Summary

Summary

The first part of this book discusses the mobile games industry, and includes analysis of why the mobile industry differs from other sectors of the games market, a discussion of the sales of mobile games, their types, the gamers who play them, and how the games are sold.

The second part describes key aspects of writing games for Symbian smartphones using Symbian C++ and native APIs. The chapters cover the use of graphics and audio, multiplayer game design, the basics of writing a game loop using Symbian OS active objects, and general good practice. There is also a chapter covering the use of hardware APIs, such as the camera and vibra.

Part Three covers porting games to Symbian OS using C or C++, and discusses the standards support that Symbian OS provides,and some of the middleware solutions available. A chapter about the N-Gage platform discusses how Nokia is pioneering the next generation of mobile games, by providing a platform SDK for professional games developers to port games rapidly and effectively.

The final part of the book discusses how to create mobile games for Symbian smartphones using java ME, Doja (for Japan) or Flash Lite 2. This book will help you if you are:
* a C++ developer familiar with mobile development but new to the games market
* a professional games developer wishing to port your games to run on Symbian OS platforms such as S60 and UIQ
* someone who is interested in creating C++, Java ME or Flash Lite games for Symbian smartphones.

This book shows how to create mobile games for Symbian smartphones such as S60 3rd Edition, UIQ3 or FOMA devices. It includes contributions from a number of experts in the mobile games industry, including Nokia's N-gage team, Ideaworks3D, and ZingMagic, as well as academics leading the field of innovative mobile experiences.


Author Notes

Jo Stichbury has worked within the Symbian ecosystem since 1997, in the Base, Connectivity, and Security teams of Symbian, as well as for Advansys, Sony Ericsson and Nokia. At Nokia, she worked in the N-Gage team, providing technical support to game developers worldwide, and while there, she discovered that it is possible to play games at work legitimately. there's been no going back, and she's now trying to think up an excuse for playing Spore professionally for Symbian Press, whilst eagerly awaiting the game's release.

Jo is author of Symbian OS Explained: Effective C++ Programming for Smartphones, which was published by Symbian Press in 2004. She co-authored the Accredited Symbian Developer Primer: Fundamentals of Symbian OS, with her partner, Mark Jacobs, published by Symbian Press in 2006.

Jo became an Accredited Symbian Developer in 2005 and a Forum Nokia Champion in 2006 and 2007.


Table of Contents

Forewordsp. ix
About this Bookp. xiii
About the Authorsp. xvii
Editor's Acknowledgementsp. xxiii
Part 1 A Symbian Perspective on Mobile Games
1 Introductionp. 1
1.1 Why Games?p. 1
1.2 What Is Symbian? What Is Symbian OS?p. 2
1.3 Some Statisticsp. 6
1.4 Games Platforms Comparedp. 10
1.5 Types of Mobile Gamesp. 13
1.6 Who Plays Mobile Games?p. 16
1.7 Who's Who in Mobile Game Creation?p. 17
1.8 Mobile Game Distribution: Routes to Marketp. 20
1.9 The User Experiencep. 25
1.10 Mobile Game Platformsp. 27
1.11 Portability and Compatibilityp. 32
1.12 Smartphone Characteristicsp. 37
1.13 The Future for Games on Symbian Smartphonesp. 38
1.14 Summaryp. 40
Part 2 Creating Native Games on Symbian OS v9
2 Symbian OS Game Basicsp. 43
2.1 Introductionp. 43
2.2 The Game Loopp. 43
2.3 The Heartbeat Timerp. 46
2.4 Handling Input from the Keypadp. 49
2.5 Handling Input from the Screenp. 52
2.6 System Eventsp. 54
2.7 Memory Management and Disk Spacep. 57
2.8 Maths and Floating Point Supportp. 59
2.9 Tools and Further Readingp. 60
3 Graphics on Symbian OSp. 61
3.1 Introductionp. 61
3.2 Overviewp. 62
3.3 On Frame Ratep. 64
3.4 About Display Memoryp. 67
3.5 A Primer on Drawing on Symbian OSp. 68
3.6 Direct Screen Accessp. 75
3.7 Double Buffering and Anti-Tearingp. 83
3.8 Pixel Color Representationsp. 90
3.9 Loading and Manipulating Imagesp. 97
3.10 Scaling for Variable Screen Sizes and Resolutionsp. 105
3.11 Rendering Textp. 111
3.12 Playing Video Clipsp. 115
3.13 Less Useful APIsp. 121
3.14 Summaryp. 121
4 Adding Audio to Games on Symbian OSp. 123
4.1 Introductionp. 123
4.2 Multimedia Framework (MMF)p. 124
4.3 Sound Effectsp. 128
4.4 Background Musicp. 142
4.5 Best Practice in Mobile Game Audiop. 150
4.6 What's Next?p. 151
5 Multiplayer Gamesp. 157
5.1 Introductionp. 157
5.2 Local Multiplayer Games Over a Bluetooth Connectionp. 159
5.3 Online Multiplayer Gamesp. 160
5.4 Airplay Online: A Multiplayer SDK and Service Solutionp. 165
5.5 N-Gage Arenap. 171
5.6 Other Online Multiplayer Solutionsp. 174
5.7 Further Readingp. 174
6 Exploiting the Phone Hardwarep. 175
6.1 Introductionp. 175
6.2 Camerap. 178
6.3 Locationp. 188
6.4 3D Motion Sensorsp. 198
6.5 Vibrationp. 207
6.6 Summaryp. 216
6.7 Acknowledgementsp. 216
Part 3 Porting Games to Symbian OS
7 C/C++ Standards Support for Games Developers on Symbian OSp. 217
7.1 P.I.P.S. Is POSIX on Symbian OSp. 217
7.2 Open Cp. 220
7.3 OpenKODEp. 224
7.4 OpenVGp. 227
7.5 OpenMAXp. 228
7.6 OpenSL ESp. 229
7.7 EGLp. 230
7.8 OpenGL ESp. 231
7.9 Get Your Fixp. 234
7.10 Enough Already!p. 236
7.11 Further Readingp. 237
8 The N-Gage Platformp. 239
8.1 A Brief History of N-Gagep. 239
8.2 N-Gage Platform: The Next Generation of Mobile Gamingp. 244
8.3 The N-Gage SDKp. 248
8.4 The N-Gage Applicationp. 256
8.5 Becoming an N-Gage Developerp. 262
8.6 Summaryp. 264
Part 4 Java ME, DoJa and Flash Lite on Symbian OS
9 MIDP Games on Symbian OSp. 265
9.1 Introductionp. 265
9.2 Java ME 101p. 265
9.3 To Java ME or Not To Java ME?p. 270
9.4 Tools and SDKsp. 271
9.5 What About MIDP on Symbian OS?p. 272
9.6 Pausing for Breathp. 274
9.7 Living it Upp. 277
9.8 Game Architecturep. 280
9.9 Case Study: Third Degreep. 282
9.10 Did You Hear That SNAP?p. 289
9.11 And Another Thing...p. 293
9.12 Further Readingp. 294
10 Games In Japanp. 297
10.1 Introductionp. 297
10.2 The Japanese Marketp. 297
10.3 Enter DoJa!p. 299
10.4 DoJa 2.5 Overviewp. 302
10.5 Porting MIDP to DoJap. 310
10.6 DoJa and Eclipsep. 313
10.7 Mascotp. 316
10.8 Tokyo Titlesp. 318
10.9 At The End Of The Dayp. 319
11 Flash Lite Games on Symbian OSp. 321
11.1 Introductionp. 321
11.2 Flash Lite on Mobile Phonesp. 323
11.3 Flash Lite Overviewp. 324
11.4 Flash Lite Development Toolsp. 329
11.5 Flash Lite Ecosystemp. 335
References and Resourcesp. 337
Appendix Airplayp. 341
Indexp. 351