Transcript Lecture 11

COIT23003 Games Development
Mobile Phone Platforms
References
• Meigs, T., 2003. Ultimate Game Design:
Building Game Worlds, McGraw Hill.
• Wikipedia, 2008
• http://www.forum.nokia.com, 2008
• http://www.developer.symbian.com, 2008
Game Platforms
•
•
•
•
Game Consoles
PCs
Game servers
Mobile phones
Platform Issues
– Hardware varies quite dramatically (eg memory,
cpu, graphics, screen size, i/o devices)
– Consoles/mobile phones require specialist
software development environments (cross
compilers, emulators, vendor-specific libraries
etc)
– PC environments vary (OS, graphics cards,
graphics software, …)
Disclaimer
• In what follows, we use Nokia only as an
illustration of the typical mobile game
development process …
• There are of course other suitable platforms
and development environments to those that
we mention here, eg
– Java ME (http://en.wikipedia.org/wiki/Java_ME)
– BREW (http://en.wikipedia.org/wiki/BREW)
– Windows Mobile (http://en.wikipedia.org/wiki/Windows_Mobile)
Nokia N79 (announced 26/08/08)
– Operating System: Symbian OS v9.3
– CPU: ARM 11 (369 MHz)
– Maximum User Storage: 50 Mb
– Maximum memory card size: 8 Gb
– Display resolution: 240x320
– Colour Depth: 24 bit
– Developer platform: S60 3rd edition
http://www.forum.nokia.com/devices/N79
A Low-end Desktop (circa 2008)
–
–
–
–
–
–
–
–
–
Operating System: Windows XP
CPU: Intel xxxx (2.5 GHz)
Memory: 2 Gb
Hard Drive: 320 Gb
Display : 22” wide screen
Colour Depth: 24 bit
Graphics Card: 256 Mb ATI Radeon HD 3450
Developer platform: Large range
….
Class Exercise
• What are the key differences between the
platforms? What will be the impact in terms
of games development?
Software Development using S60
– S60 provides
– runtime support for user applications developed using Java ME,
C++, Flash Lite, Python
– Access to APIs for messaging, communications, personal
information management, browsing, web services, User Interface
development, multimedia
– Access to OS functionality and OS extensions
– Applications are developed on a PC using a
suitable IDE and supporting tools (cross
compilers, emulators, etc)
Further Reading (non-examinable)
• Symbian
http://developer.symbian.com/main/documentation/books/books_files/pdf/Getting_Started_final.pdf
• Java ME
http://developer.symbian.com/main/documentation/books/books_files/pdf/JavaME.pdf
• S60
http://www.forum.nokia.com/info/sw.nokia.com/id/c5a37690-f5c0-42f5-95bc8e31dad39040/S60_Platform_FAQ_v1_12_en.pdf.html
Further Reading (non-examinable)
Alternative development platforms for Nokia
devices include
– Series 40 (uses proprietary OS)
http://www.forum.nokia.com/info/sw.nokia.com/id/276d04a9-4c53-424f-801a3f7492c6937e/Series_40_Platform_FAQ_v3_2_en.pdf.html
– Maemo (uses Linux)
http://www.forum.nokia.com/main/platforms/maemo/#documentation
Games Development (Nokia)
• Develop using the SDKs supported by
S60/Series 40/Maemo
• Develop using the SNAP Mobile SDK, enabling
you to add connected-game-playing features
to your games for devices that support Java™
ME or Java™ SE technology.
What is Connected Gaming?
• Basically, its online gaming with mobile phone
clients. Refer to
http://www.forum.nokia.com/info/sw.nokia.com/id/60e6d152-ceba-4ba2-b13cf4caf5695818/SNAP_Mobile_White_Paper_v2_0_en.pdf.html
Class Discussion
• At http://www.forum.nokia.com/main/resources/technologies/snap_mobile/,
Nokia state that “Connected game-playing is
the future of games”. Do you agree or disagree
with this assertion?
Design issues for Mobile Phone
Games
• Platform weaknesses (relative to consoles/PCs) include (Meigs, 220-221)
– Limited processing power
– Limited screen size
– Low frame rates
– Limited memory configurations
– Slow data transfer speeds
– Poor audio
– Limited user interaction
• Platform strengths include
– Physical portability
– Ubiquity
– Inherent connectivity
Design issues for Mobile Phone
Games
• Avoid designing games that are
–
–
–
–
Processor intensive
Require large amounts of memory
Require high resolution graphics
Sophisticated user interaction
• Note that while these attributes for mobile phones are
continually improving, there will always be a performance gap
between phones and game consoles/PCs
• Focus on the platform strengths
What Works?
– Low-intensity shooters
– Arcade games
– Sports games
– Puzzles
– Trivia games
– Multiplayer online games
(Meigs, pp. 223-226)