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April 25, 2007 |
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The new Mobile 3D programming tutorial outlines how to create an application that is extremely portable across both M3G (JSR 184) and Mascot Capsule version 3 by using abstracting to solve the common problem of enabling your application over several mobile phone models. Here you will find advice on programming tools, a comparison between M3G and Mascot Capsule version 3, and step-by-step examples including code classes and snippets.
| This tutorial is written by Mikael Baros, Chief Technology Officer at Redikod, who also wrote a five-part article series about how to get started with 3D programming for Sony Ericsson mobile phones using M3G (JSR 184) which was published on Sony Ericsson Developer World between July 2005 and January 2006. Check it out here>>
Download Mobile 3D programming tutorial>> Mikael Baros starts this tutorial by outlining the subject area and then provides an overview of 3D programming tools, IDEs and 3D and 2D graphics creation packages, including links to popular, freely available tools. He then guides you through the abstraction process in the following sections. Here's an overview: |
Mikael Baros, Chief Technology Officer at Redikod. |
Starting to abstract
Before the abstraction process can begin, Mikael Baros recommends that a situation analysis is carried out to understand basic needs. Remember to consider API requirements, structure, cross-platform library (Xlib) and the specific API library.
Examples
Mikael Baros explains how to abstract the two APIs through a series of examples which include code classes and snippets. These examples will start you down the abstracting path and by the end of this tutorial you will have a solid start on which to complete the work:
More information:
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