2010
- 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.
- 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
2008
2007
2005
- 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.
- 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.
- 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