What this book covers

Chapter 1, Getting Started, covers getting the PlayStation Mobile SDK up and running and deployed to various devices (a task of some complexity). It jumps right in, creating basic graphical applications and covers the details and restraints of working on the devices.

Chapter 2, Controlling Your PlayStation Mobile Device, covers all the various ways in which you can control PSM devices, from the traditional joystick to touch and motion controls. Additionally, since not all devices have the same capabilities, it covers creation and handling of on-screen controllers.

Chapter 3, Graphics with GameEngine 2D, covers the graphical aspects of working with GameEngine2D—a higher level 2D gaming engine similar in design to the popular Cocos2D. It covers all aspects of 2D graphics from scenes and sprites to special effects and performance optimizations with SpriteLists.

Chapter 4, Performing Actions with GameEngine 2D, covers the action side of using GameEngine2D. This involves updating game objects, scheduling events, and executing actions, both in-built actions such as MoveTo and MoveBy and also defining your own.

Chapter 5, Working with Physics2D, covers working with Physics2D, PSM SDK’s in-built 2D physics system for creating physics simulations. Physics2D is not the only option for physics, so it also looks at integrating the popular BEPU and FarSeer XNA physics engines into your PSM application.

Chapter 6, Working with GUIs, covers the UI system built into the PlayStation Mobile. This ranges from creating on-screen buttons and panels, handling clicks and hold events, to advanced touch gestures. Additionally, it covers using UIComposer to visually create and edit UIs.

Chapter 7, Into the Third Dimension, covers working in 3D, from creating a camera and using graphic primitives to using fragment and vertex shaders.

Chapter 8, Working with the Model Library, covers working with 3D objects, including creating and exporting them using a third party application, converting them using the SDK tools, and finally displaying and animating them in 3D.

Chapter 9, Finishing Touches covers the wealth of networking options available to PSM devices. Additionally, we cover the Publishing tool and preparing your application for deployment to the PlayStation Mobile App Store.

Appendix, Publishing Your Application, covers the process of compiling, signing, packaging, and deploying your finished application to the PlayStation App Store.