Will Wireless Gaming Be a Winner? February 1, 2007 Sumit Rohit Thaker Sung Ho Hwang.
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Transcript of Will Wireless Gaming Be a Winner? February 1, 2007 Sumit Rohit Thaker Sung Ho Hwang.
Will Wireless Gaming Be a Winner?
February 1, 2007
Sumit Rohit ThakerSung Ho Hwang
Wireless gaming revenues
•In 2001▫US - $436.4 million▫East Asia - $827 million
•By 2006▫Worldwide - $17.5 Billion▫80% all mobile users will play games
Issues & Designed Difficulties•Limited Memory•Screen Resolution•Network Bandwidth•Will work on various handsets
▫Various screen size, color depths, APIs•Controls are single key presses•Need to develop new approaches &
techniques
New Approach – “Swerve”
•Usage: ▫Download relatively small amounts of data▫then use the processor & various algorithms to
build the rest of the file•Data Size
▫Single skill level on a standard game can take up less than 50Kbytes
▫Most Complex game rarely exceeds 100Kbytes.•Typical game – 2Mbytes only
Tile based rendering
•Technique:▫Partition a scene into small tiles, each of
which can be rendered independently.▫Most of the processing is done in the
graphics core of the processor•Advantage:
▫Can use simpler and more cost-effective memory technologies
Deferred Texturing•Technique:
▫Identifies surfaces in graphic elements that won’t be visible in a scene when it’s fully rendered
▫Discards that data before the scene is textured, lit, and shaded.
•Advantages:▫Eliminates redundant processing▫Requires less power & memory
3D Graphic Toolkit
•Developed by Intel•Uses shortcuts to approx. the floating-
point arithmetic, division, trig, etc.•Advantage:
▫Saves computational resources
Standardizing•Ericsson, Motorola, and Siemens•Define standardize APIs and software
development kits (SDKs) that developers could use to build games.
•Advantage:▫Save Time & Money▫Focus on the game▫Works on Multiple devices
Handheld-Gaming Platform
•Sun Microsystems’ Java 2 Platform, micro Edition (J2ME)▫Java and related tools to develop
applications▫J2ME-enabled device can run Java code▫Current offers
The Connected Limited Device Configuration The Connected Device Configuration
Handheld-Gaming Platform
•Qualcomm’s Binary Runtime Environment for Wireless (BREW)▫Wireless-application-development platform
for phones ▫Runs between the application and the
mobile chip’s OS software
Challenges
•Low US Interest▫Cultural and geographical differences
•Business Model▫Appropriate pricing level
•Technical Issues▫Unreliable connection
Future Potential
•Multiplayer Games▫The interactive experience
•Technology Advances▫Faster processors and networks▫Longer lasting batteries▫Shaper color screens
A Mobile Gaming Primer
•Early wireless games▫Function within minimal processing and
memory resource▫Wireless networks’ limited bandwidth
•Nowadays▫Processors that runs up to 400MHz and
hole up to 64Mbytes▫Store and run bigger and better games▫Larger screens and color display
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