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- PlayStation Mobile Development Cookbook. Over 65 recipes that will help you create and develop amazing mobile applications!
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PlayStation Mobile Development Cookbook. Over 65 recipes that will help you create and develop amazing mobile applications!
Ebook
With the PlayStation¬ÆMobile SDK you can create stunning games for the PlayStation¬ÆVita and PlayStation‚ѢCertified 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.
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.
- PlayStationMobile Development Cookbook
- Table of Contents
- PlayStationMobile Development Cookbook
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files, eBooks, discount offers and more
- Why Subscribe?
- Free Access for Packt account holders
- Support files, eBooks, discount offers and more
- Preface
- A tour of the PlayStation Mobile SDK
- PSM Studio IDE
- Compiler and runtime
- UIComposer
- Other utilities
- PlayStation Mobile certified devices
- PlayStation Vita specifications
- HTC Hero One X specifications
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Downloading the example code
- Downloading the color images of this book
- Errata
- Piracy
- Questions
- A tour of the PlayStation Mobile SDK
- 1. Getting Started
- Introduction
- Accessing the PlayStation Mobile portal
- Getting ready
- How to do it...
- How it works...
- Installing the PlayStation Mobile SDK
- Getting ready
- How to do it...
- How it works...
- Theres more...
- See also
- Creating a simple game loop
- Getting ready
- How to do it...
- How it works...
- There's more...
- Loading, displaying, and translating a textured image
- Getting ready
- How to do it...
- How it works...
- There's more...
- "Hello World" drawing text on an image
- Getting ready
- How to do it...
- How it works...
- There's more...
- Deploying to PlayStation Mobile certified Android devices
- Getting ready
- How to do it...
- There's more...
- Deploying to a PlayStation Vita
- Getting ready
- How to do it...
- There's more...
- See also
- Manipulating an image dynamically
- Getting ready
- How to do it...
- How it works...
- There's more...
- Working with the filesystem
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Handling system events
- Getting ready
- How to do it...
- How it works...
- 2. Controlling Your PlayStation Mobile Device
- Introduction
- Handling the controller's d-pad and buttons
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Using the Input2 wrapper class
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Using the analog joysticks
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Handling touch events
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Using the motion sensors
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Creating onscreen controls for devices without gamepads
- Getting ready
- How to do it
- How it works...
- There's more...
- See also
- Configuring an Android application to use onscreen controls
- Getting ready
- How to do it
- How it works...
- There's more...
- See also
- 3. Graphics with GameEngine2D
- Introduction
- A game loop, GameEngine2D style
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Creating scenes
- Getting ready
- How to do it...
- How it works...
- There's more...
- Adding a grid
- See also
- Adding a sprite to a scene
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Creating a sprite sheet
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Using a sprite sheet in code
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Batching a sprite with SpriteLists
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Manipulating a texture's pixels
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Creating a 2D particle system
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- 4. Performing Actions with GameEngine2D
- Introduction
- Handling updates with Scheduler
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Working with the ActionManager object
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Using predefined actions
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Transitioning between scenes
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Simple collision detection
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Playing background music
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Playing sound effects
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- 5. Working with Physics2D
- Introduction
- Creating a simple simulation with gravity
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Switching between dynamic and kinematic
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Creating a (physics!) joint
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Applying force and picking a physics scene object
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Querying if a collision occurred
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Rigid body collision shapes
- Getting ready
- How to do it...
- How it works...
- There's more...
- Building and using an external library
- Getting ready
- How to do it...
- How it works...
- There's more...
- 6. Working with GUIs
- Introduction
- "Hello World" HighLevel.UI style
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Using the UI library within a GameEngine2D application
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Creating and using hierarchies of widgets
- Getting ready
- How to do it...
- How it works...
- There's more...
- Container widgets
- Common widgets
- Creating a UI visually using UIComposer
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Displaying a MessageBox dialog
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Handling touch gestures and using UI effects
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Handling language localization
- Getting ready
- How to do it...
- There's more...
- See also
- 7. Into the Third Dimension
- Introduction
- Creating a simple 3D scene
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Displaying a textured 3D object
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Implementing a simple camera system
- Getting ready
- How to do it...
- How it works...
- See also
- A fragment (pixel) shader in action
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- A vertex shader in action
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Adding lighting to your scene
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Using an offscreen frame buffer to take a screenshot
- Getting ready
- How to do it...
- How it works...
- There's more...
- See Also
- 8. Working with the Model Library
- Introduction
- Importing a 3D model for use in PlayStation Mobile
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Loading and displaying a 3D model
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Using BasicProgram to perform texture and shader effects
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Controlling lighting using BasicProgram
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Animating a model
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Handling multiple animations
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Using bones to add a sword to our animated model
- Getting ready
- How to do it...
- How it works...
- There's more...
- 9. Finishing Touches
- Introduction
- Opening and loading a web browser
- Getting ready
- How to do it...
- How it works...
- There's more...
- Socket-based client and server networking
- Getting ready
- How to do it...
- How it works...
- There's more...
- See Also
- Accessing (Twitter) data over the network using REST and HttpWebRequest
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Copying and pasting using Clipboard
- Getting ready
- How to do it...
- How it works...
- There's more...
- Embedding and retrieving a resource from the application assembly
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Configuring your application using PublishingUtility
- Getting ready
- How to do it...
- There's more
- See also
- Creating downloadable content (DLC) for your application
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- A. Publishing Your Application
- Introduction
- Process overview
- Obtaining a developer license
- Your publisher keys
- Preparing your application for publication
- Publishing your application
- Introduction
- Index
- Title: PlayStation Mobile Development Cookbook. Over 65 recipes that will help you create and develop amazing mobile applications!
- Author: Michael Fleischauer
- Original title: PlayStation Mobile Development Cookbook. Over 65 recipes that will help you create and develop amazing mobile applications!
- ISBN: 9781849694193, 9781849694193
- Date of issue: 2013-03-25
- Format: Ebook
- Item ID: e_3avq
- Publisher: Packt Publishing