ACM Home Page
Please provide us with feedback. Feedback
Big Games, Small Screens
Full text HtmlHtml (57 KB),  PdfPdf (671 KB)
Source
Queue archive
Volume 5 ,  Issue 7  (November/December 2007) table of contents
Power Management
FEATURE: Features table of contents
Pages 40-50  
Year of Publication: 2007
ISSN:1542-7730
Authors
Mark Callow  Hl Corporation
Paul Beardow  Eccosphere
David Brittain  Superscape
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 193,   Downloads (12 Months): 744,   Citation Count: 0
Additional Information:

abstract   references   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1331287.1331296
What is a DOI?

ABSTRACT

One thing that becomes immediately apparent when creating and distributing mobile 3D games is that there are fundamental differences between the cellphone market and the more traditional games markets, such as consoles and handheld gaming devices. The most striking of these are the number of delivery platforms; the severe constraints of the devices, including small screens whose orientation can be changed; limited input controls; the need to deal with other tasks; the nonphysical delivery mechanism; and the variations in handset performance and input capability.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
A style of 3D graphics programming where a persistent representation of the graphical objects, their spatial relationships, and their appearance together with the viewing position is held in a scene graph in memory. The program draws the entire scene with a single library call, avoiding low-level work in managing, culling, and rendering the data.

Collaborative Colleagues:
Mark Callow: colleagues
Paul Beardow: colleagues
David Brittain: colleagues