2010
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More iPhone Cool Projects (Apress, May 2010)
The chapter Your Own Content Pipeline: Importing 3D Art Assets into Your iPhone Game describes how to export 3D models from Maya and 3ds Max, convert the models into an efficient in-game format, and render the models in your game. The descriptions are based on a flexible content pipeline architecture that minimizes time-consuming tool development by leveraging existing 3rd party libraries: Autodesk's FBX technology for model geometry and Imagination's PVR tools for textures.
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Game Programming Gems 8 (Course Technology PTR, March 2010)
Includes my chapter titled Social Networks in Games: Playing with Your Facebook Friends. It describes how to access the web services of social networks from your game. The explanations cover Facebook integration from the point of view of a standalone, desktop-style game (in contrast to a game executed in a web browser).
2009
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Share Your Experience: YouTube Integration In Games (Linux.conf.au Gaming Miniconf, January 2009)
A presentation I gave at the linux.conf.au conference in Hobart, Tasmania - based on my article of the same name for Gamasutra.com. Presentation slides are available on the Gaming Miniconf web site.
2008
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Share Your Experience: YouTube Integration In Games (Think Services Game Group, November 2008)
Details the steps involved in adding a video recording feature to your game and sharing the recording on YouTube via Google's YouTube API. Published on Gamasutra.com as a feature and as an article within the Intel Visual Computing section. Mentioned on tsumea and YouTube's Developer API Blog.
2007
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Information processing apparatus, method, and information processing program (JP2007280175)
Patent application at the Japanese Patent Office. Also filed as EP1845438 and US2007240054. The implementation of the patent is used for displaying standby MIDlet applications on Sony Ericsson phones supporting Java Platform 7 (JP-7) or higher.
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Mobile 3D Graphics: Learning 3D Graphics with the Java Micro Edition (Thomson Course Technology PTR, March 2007)
A thorough introduction to 3D graphics programming on embedded devices with the Mobile 3D Graphics API (JSR 184). See also my companion Web site with the book's table of contents and further information.
2005
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3D graphics for Java mobile devices, Part 2: M3G's retained mode (IBM developerWorks, December 2005)
The second article explains how to create a scene graph representation of your 3D world and render it in retained mode. It also features an example how to export scene data from Blender, the open source 3D modeling tool, in M3G's binary format. Chinese translation.
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3D graphics for Java mobile devices, Part 1: M3G's immediate mode (IBM developerWorks, October 2005)
The first article in a two-part series that describes the Mobile 3D Graphics API (JSR 184). This article discusses M3G's basics and how to work with lights, cameras, and materials. See also Slashdot comments and the Chinese translation.
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Create i-mode content with DoJa (IBM developerWorks, June 2005)
An introduction to DoJa, MIDP's mobile Java cousin that's part of NTT DoCoMo's mobile Internet service i-mode. It explains the differences between DoJa in Japan and overseas and contains code examples for DoJa's features. See also article by IDG with my comments about a cooperation between Sun and NTT DoCoMo.
2004
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System for event based Java applications for mobile terminals (EP1452965)
Patent application at the European Patent Office.
