PlayStation®Mobile Development Cookbook
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- Learn how you can create your own fantastic PlayStation®Mobile (PSM) applications
- Develop 2D games quickly and easily, complete with graphics, audio, and input
- Discover how to construct your own 3D world, import models, and even create texture and vertex shaders
Book Details
Language : EnglishPaperback : 322 pages [ 235mm x 191mm ]
Release Date : March 2013
ISBN : 1849694184
ISBN 13 : 9781849694186
Author(s) : Michael Fleischauer
Topics and Technologies : All Books, Cookbooks, Games
Table of Contents
PrefaceChapter 1: Getting Started
Chapter 2: Controlling Your PlayStation Mobile Device
Chapter 3: Graphics with GameEngine2D
Chapter 4: Performing Actions with GameEngine2D
Chapter 5: Working with Physics2D
Chapter 6: Working with GUIs
Chapter 7: Into the Third Dimension
Chapter 8: Working with the Model Library
Chapter 9: Finishing Touches
Appendix: Publishing Your Application
Index
- Chapter 1: Getting Started
- Introduction
- Accessing the PlayStation Mobile portal
- Installing the PlayStation Mobile SDK
- Creating a simple game loop
- Loading, displaying, and translating a textured image
- "Hello World" drawing text on an image
- Deploying to PlayStation certified Mobile Android devices
- Deploying to a PlayStation Vita
- Manipulating an image dynamically
- Working with the filesystem
- Handling system events
- Chapter 2: Controlling Your PlayStation Mobile Device
- Introduction
- Handling the controller's d-pad and buttons
- Using the Input2 wrapper class
- Using the analog joysticks
- Handling touch events
- Using the motion sensors
- Creating onscreen controls for devices without gamepads
- Configuring an Android application to use onscreen controls
- Chapter 3: Graphics with GameEngine2D
- Introduction
- A game loop, GameEngine2D style
- Creating scenes
- Adding a sprite to a scene
- Creating a sprite sheet
- Using a sprite sheet in code
- Batching a sprite with SpriteLists
- Manipulating a texture's pixels
- Creating a 2D particle system
- Chapter 4: Performing Actions with GameEngine2D
- Introduction
- Handling updates with Scheduler
- Working with the ActionManager object
- Using predefined actions
- Transitioning between scenes
- Simple collision detection
- Playing background music
- Playing sound effects
- Chapter 5: Working with Physics2D
- Introduction
- Creating a simple simulation with gravity
- Switching between dynamic and kinematic
- Creating a (physics!) joint
- Applying force and picking a physics scene object
- Querying if a collision occurred
- Rigid body collision shapes
- Building and using an external library
- Chapter 6: Working with GUIs
- Introduction
- "Hello World" – HighLevel.UI style
- Using the UI library within a GameEngine2D application
- Creating and using hierarchies of widgets
- Creating a UI visually using UIComposer
- Displaying a MessageBox dialog
- Handling touch gestures and using UI effects
- Handling language localization
- Chapter 7: Into the Third Dimension
- Introduction
- Creating a simple 3D scene
- Displaying a textured 3D object
- Implementing a simple camera system
- A fragment (pixel) shader in action
- A vertex shader in action
- Adding lighting to your scene
- Using an offscreen frame buffer to take a screenshot
- Chapter 8: Working with the Model Library
- Introduction
- Importing a 3D model for use in PlayStation Mobile
- Loading and displaying a 3D model
- Using BasicProgram to perform texture and shader effects
- Controlling lighting using BasicProgram
- Animating a model
- Handling multiple animations
- Using bones to add a sword to our animated model
- Chapter 9: Finishing Touches
- Introduction
- Opening and loading a web browser
- Socket-based client and server networking
- Accessing (Twitter) data over the network using REST and HttpWebRequest
- Copying and pasting using Clipboard
- Embedding and retrieving a resource from the application assembly
- Configuring your application using PublishingUtility
- Creating downloadable content (DLC) for your application
- Appendix: Publishing Your Application
- Introduction
Michael Fleischauer
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Download the code and support files for this book.
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Sample chapters
You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.
- Discover how to handle multiple sources of input to really help you create something unique
- Load and animate sprites within your own 2D game to get up and running quickly with the SDK
- Harness the power of the GameEngine 2D library to make your workflow easier
- Add engaging physics to your game projects with amazing ease
- Learn how to play a variety of sound effects and music and increase player immersion
- Create and navigate a 3D world, taking your visuals to the next level
- Use 3D models and shaders to make your projects look stunning
- Add multiplayer functionality for exciting competitive and cooperative gameplay
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.
Written as a series of engaging and practical recipes, this essential Cookbook has been meticulously designed and reviewed in order to provide you with the ultimate reference for PlayStation®Mobile development.
If you've got some prior experience with C# and want to create awesome projects for the PlayStation®Vita and PlayStation™Certified devices, then this book is for you.

