PlayStation Mobile Development Cookbook - Michael Fleischauer - E-Book

PlayStation Mobile Development Cookbook E-Book

Michael Fleischauer

0,0
39,59 €

-100%
Sammeln Sie Punkte in unserem Gutscheinprogramm und kaufen Sie E-Books und Hörbücher mit bis zu 100% Rabatt.

Mehr erfahren.
Beschreibung

With the PlayStation®Mobile SDK you can create stunning games for the PlayStation®Vita and PlayStation™Certified devices (PS Certified devices). It includes everything you need to get started, including an IDE for developing your code and even an emulator to test your creations.

"PlayStation®Mobile Development Cookbook"| is an exciting and practical collection of recipes that help you make the most of this exciting new platform. It provides you with everything you need to create complete 2D or 3D games and applications that fully unlock the potential of the SDK.

After quickly covering the basics, you'll learn how to utilize input sources like touch, gamepads, and motion controls, and then move on to more advanced content like creating and animating 2D graphics, networking, playing sound effects and music, adding physics, and then finally jumping into the world of 3D.

Das E-Book können Sie in Legimi-Apps oder einer beliebigen App lesen, die das folgende Format unterstützen:

EPUB
MOBI

Seitenzahl: 312

Veröffentlichungsjahr: 2013

Bewertungen
0,0
0
0
0
0
0
Mehr Informationen
Mehr Informationen
Legimi prüft nicht, ob Rezensionen von Nutzern stammen, die den betreffenden Titel tatsächlich gekauft oder gelesen/gehört haben. Wir entfernen aber gefälschte Rezensionen.



Table of Contents

PlayStation®Mobile Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
A tour of the PlayStation Mobile SDK
PSM Studio IDE
Compiler and runtime
UIComposer
Other utilities
PlayStation Mobile certified devices
PlayStation Vita specifications
HTC Hero One X specifications
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Getting Started
Introduction
Accessing the PlayStation Mobile portal
Getting ready
How to do it...
How it works...
Installing the PlayStation Mobile SDK
Getting ready
How to do it...
How it works...
There's more...
See also
Creating a simple game loop
Getting ready
How to do it...
How it works...
There's more...
Loading, displaying, and translating a textured image
Getting ready
How to do it...
How it works...
There's more...
"Hello World" drawing text on an image
Getting ready
How to do it...
How it works...
There's more...
Deploying to PlayStation Mobile certified Android devices
Getting ready
How to do it...
There's more...
Deploying to a PlayStation Vita
Getting ready
How to do it...
There's more...
See also
Manipulating an image dynamically
Getting ready
How to do it...
How it works...
There's more...
Working with the filesystem
Getting ready
How to do it...
How it works...
There's more...
See also
Handling system events
Getting ready
How to do it...
How it works...
2. Controlling Your PlayStation Mobile Device
Introduction
Handling the controller's d-pad and buttons
Getting ready
How to do it...
How it works...
There's more...
See also
Using the Input2 wrapper class
Getting ready
How to do it...
How it works...
There's more...
See also
Using the analog joysticks
Getting ready
How to do it...
How it works...
There's more...
See also
Handling touch events
Getting ready
How to do it...
How it works...
There's more...
See also
Using the motion sensors
Getting ready
How to do it...
How it works...
There's more...
See also
Creating onscreen controls for devices without gamepads
Getting ready
How to do it…
How it works...
There's more...
See also
Configuring an Android application to use onscreen controls
Getting ready
How to do it…
How it works...
There's more...
See also
3. Graphics with GameEngine2D
Introduction
A game loop, GameEngine2D style
Getting ready
How to do it...
How it works...
There's more...
See also
Creating scenes
Getting ready
How to do it...
How it works...
There's more...
Adding a grid
See also
Adding a sprite to a scene
Getting ready
How to do it...
How it works...
There's more...
See also
Creating a sprite sheet
Getting ready
How to do it...
How it works...
There's more...
See also
Using a sprite sheet in code
Getting ready
How to do it...
How it works...
There's more...
See also
Batching a sprite with SpriteLists
Getting ready
How to do it...
How it works...
There's more...
See also
Manipulating a texture's pixels
Getting ready
How to do it...
How it works...
There's more...
See also
Creating a 2D particle system
Getting ready
How to do it...
How it works...
There's more...
See also
4. Performing Actions with GameEngine2D
Introduction
Handling updates with Scheduler
Getting ready
How to do it...
How it works...
There's more...
See also
Working with the ActionManager object
Getting ready
How to do it...
How it works...
There's more...
See also
Using predefined actions
Getting ready
How to do it...
How it works...
There's more...
See also
Transitioning between scenes
Getting ready
How to do it...
How it works...
There's more...
See also
Simple collision detection
Getting ready
How to do it...
How it works...
There's more...
See also
Playing background music
Getting ready
How to do it...
How it works...
There's more...
See also
Playing sound effects
Getting ready
How to do it...
How it works...
There's more...
See also
5. Working with Physics2D
Introduction
Creating a simple simulation with gravity
Getting ready
How to do it...
How it works...
There's more...
See also
Switching between dynamic and kinematic
Getting ready
How to do it...
How it works...
There's more...
See also
Creating a (physics!) joint
Getting ready
How to do it...
How it works...
There's more...
See also
Applying force and picking a physics scene object
Getting ready
How to do it...
How it works...
There's more...
See also
Querying if a collision occurred
Getting ready
How to do it...
How it works...
There's more...
See also
Rigid body collision shapes
Getting ready
How to do it...
How it works...
There's more...
Building and using an external library
Getting ready
How to do it...
How it works...
There's more...
6. Working with GUIs
Introduction
"Hello World" – HighLevel.UI style
Getting ready
How to do it...
How it works...
There's more...
See also
Using the UI library within a GameEngine2D application
Getting ready
How to do it...
How it works...
There's more...
See also
Creating and using hierarchies of widgets
Getting ready
How to do it...
How it works...
There's more...
Container widgets
Common widgets
Creating a UI visually using UIComposer
Getting ready
How to do it...
How it works...
There's more...
See also
Displaying a MessageBox dialog
Getting ready
How to do it...
How it works...
There's more...
See also
Handling touch gestures and using UI effects
Getting ready
How to do it...
How it works...
There's more...
See also
Handling language localization
Getting ready
How to do it...
There's more...
See also
7. Into the Third Dimension
Introduction
Creating a simple 3D scene
Getting ready
How to do it...
How it works...
There's more...
See also
Displaying a textured 3D object
Getting ready
How to do it...
How it works...
There's more...
See also
Implementing a simple camera system
Getting ready
How to do it...
How it works...
See also
A fragment (pixel) shader in action
Getting ready
How to do it...
How it works...
There's more...
See also
A vertex shader in action
Getting ready
How to do it...
How it works...
There's more...
See also
Adding lighting to your scene
Getting ready
How to do it...
How it works...
There's more...
See also
Using an offscreen frame buffer to take a screenshot
Getting ready
How to do it...
How it works...
There's more...
See Also
8. Working with the Model Library
Introduction
Importing a 3D model for use in PlayStation Mobile
Getting ready
How to do it...
How it works...
There's more...
See also
Loading and displaying a 3D model
Getting ready
How to do it...
How it works...
There's more...
See also
Using BasicProgram to perform texture and shader effects
Getting ready
How to do it...
How it works...
There's more...
See also
Controlling lighting using BasicProgram
Getting ready
How to do it...
How it works...
There's more...
See also
Animating a model
Getting ready
How to do it...
How it works...
There's more...
See also
Handling multiple animations
Getting ready
How to do it...
How it works...
There's more...
See also
Using bones to add a sword to our animated model
Getting ready
How to do it...
How it works...
There's more...
9. Finishing Touches
Introduction
Opening and loading a web browser
Getting ready
How to do it...
How it works...
There's more...
Socket-based client and server networking
Getting ready
How to do it...
How it works...
There's more...
See Also
Accessing (Twitter) data over the network using REST and HttpWebRequest
Getting ready
How to do it...
How it works...
There's more...
See also
Copying and pasting using Clipboard
Getting ready
How to do it...
How it works...
There's more...
Embedding and retrieving a resource from the application assembly
Getting ready
How to do it...
How it works...
There's more...
See also
Configuring your application using PublishingUtility
Getting ready
How to do it...
There's more…
See also
Creating downloadable content (DLC) for your application
Getting ready
How to do it...
How it works...
There's more...
See also
A. Publishing Your Application
Introduction
Process overview
Obtaining a developer license
Your publisher keys
Preparing your application for publication
Publishing your application
Index

PlayStation®Mobile Development Cookbook

PlayStation®Mobile Development Cookbook

Copyright © 2013 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

"PlayStation" is a registered trademark of Sony Computer Entertainment Inc.

"" is a trademark of the same company.

First published: March 2013

Production Reference: 1180313

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84969-418-6

www.packtpub.com

Cover Image by Suresh Mogre (<[email protected]>)

Credits

Author

Michael Fleischauer

Reviewers

Neil Brown

Mehul Shukla

Acquisition Editor

Erol Staveley

Lead Technical Editor

Erol Staveley

Technical Editors

Sharvari Baet

Devdutt Kulkarni

Kirti Pujari

Project Coordinator

Anurag Banerjee

Proofreader

Lawrence A. Herman

Indexer

Rekha Nair

Graphics

Aditi Gajjar

Production Coordinator

Manu Joseph

Cover Work

Manu Joseph

About the Author

Michael Fleischauer has spent the last 16 years working as a programmer in a number of different industries from 3D tools creation to automotive and banking. Most recently he launched the internet start-up Flexamail. In his spare time he writes for and runs the game development site GameFromScratch.com, a popular destination for game development tutorials and news. Michael was recently made the first PlayStation Mobile MVP by Sony. Michael lives in Toronto, Canada with his wife and daughter.

I would like to thank my daughter Kailyn for sending me down this new career path and my wife Jenn for supporting me through it all. My thanks to my editor Erol Stavely and the entire team at Packt Publishing; this entire experience has been a pleasant one. Finally, I would like to thank Paul Holman, Mehul Shukla, and the entire PlayStation Mobile team at Sony; your ongoing support is greatly appreciated!

About the Reviewers

Neil Brown is Senior Team Leader in the SCEE R & D Developer Services team. Apart from providing technical support and performance advice, he coordinates support for all PlayStation platforms in the historic PAL regions, including PlayStation Mobile.

Neil has given technical talks at a number of games industry conferences around the world for SCE, speaking about PSM at Develop Brighton, Casual Connect in Kiev, and Nordic Game.

Neil has been in the games industry for almost 10 years, and has Masters degrees in Software Engineering, and Physics with Astrophysics.

Mehul Shukla is one of the PlayStation®Mobile specialists in the SCEE R & D Developer Services team. The Developer Services team provides front-line engineering support for all game developers, large or small, on all PlayStation platforms. On a daily basis, he provides technical support and performance advice for developers all over the globe on the PSM community forums.

Mehul has also given technical talks about PSM at a number of games industry conferences and academic events.

Mehul joined SCEE R & D straight from University and has a Master's degree in Games programming and a Bachelor's degree in Computer Systems Engineering.

I would like to thank Mike for his involvement in PlayStation®Mobile and his contribution to the developer community. Mike is one of the most valuable members of the PlayStation®Mobile community and has been actively involved in providing useful advice on our developer forums. We wish him all the best in the future.

Packt Publishing would also like to thank Paul Holman, Marijke Coopmans, and Sarah Thomson for their help and support throughout the development of this book.

www.PacktPub.com

Support files, eBooks, discount offers and more

You might want to visit www.PacktPub.com for support files and downloads related to your book.

Did you know that Packt offers eBook versions of every book published, with PDF and ePub files available? You can upgrade to the eBook version at www.PacktPub.com and as a print book customer, you are entitled to a discount on the eBook copy. Get in touch with us at <[email protected]> for more details.

At www.PacktPub.com, you can also read a collection of free technical articles, sign up for a range of free newsletters and receive exclusive discounts and offers on Packt books and eBooks.

http://PacktLib.PacktPub.com

Do you need instant solutions to your IT questions? PacktLib is Packt's online digital book library. Here, you can access, read and search across Packt's entire library of books. 

Why Subscribe?

Fully searchable across every book published by PacktCopy and paste, print and bookmark contentOn demand and accessible via web browser

Free Access for Packt account holders

If you have an account with Packt at www.PacktPub.com, you can use this to access PacktLib today and view nine entirely free books. Simply use your login credentials for immediate access.

Preface

The PlayStation Mobile SDK presents an incredible opportunity for developers to easily and affordably create and sell applications for the PlayStation Vita, as well as a number of PlayStation certified devices. This represents the first time it has been possible to write applications for a console quality portable device without first having to spend several thousands of dollars on professional development kits.

It includes all of the tools you require to successfully create a game, including a complete Integrated Development Environment (IDE), a C#/Mono based compiler and runtime, as well as the tools and utilities required to create interfaces and import game assets. The SDK is suitable for a range of developers, from hobbyists to Indie game developers as well as AAA game studios. A number of large studios, including From Software, Gameloft, and Sega, have announced their support for PlayStation Mobile. To date, a number of titles have already shipped and are available in the online store.

A tour of the PlayStation Mobile SDK

We will now take a quick tour of what is included in the SDK; if you haven’t already, download it from the PlayStation Mobile Developer Portal at https://psm.playstation.net/. The SDK includes the components that we will discuss now.

PSM Studio IDE

The PSM Studio is a complete IDE derived from the popular open source MonoDevelop project. It includes a complete code editor, project management system, and integrated debugger. It contains most features you would expect of a modern IDE such as unit testing, code completion, and refactoring.

Compiler and runtime

PlayStation Mobile is built on top of the Mono compiler and virtual machine. In addition to the PlayStation provided libraries, it includes the following .NET libraries:

SystemSystem.CoreSystem.Runtime.SerializationSystem.ServiceModelSystem.ServiceModel.WebSystem.Web.ServicesSystem.XmlSystem.Xml.Linq

In addition to those standard .NET libraries, Sony has provided the following libraries:

Sce.Pss.CoreSce.Pss.HighLevel.GameEngine2DSce.Pss.HighLevel.ModelSce.Pss.HighLevel.Physic2DSce.Pss.HighLevel.UI

You can also make use of any existing C# code that does not require native access. We will look at each of these libraries in more detail throughout the book.

UIComposer

The UIComposer enables you to visually create user interfaces. It includes a comprehensive set of widgets including buttons, text fields, progress bars, flip panels, scrolling areas, and more. Ultimately UIComposer is a code generator that will output a .cs file that makes use of partial classes to keep your application logic separate from system generated code. If you are familiar with WinForms, this will be instantly comfortable for you. It is a drag-and-drop environment, enabling you to build your user interfaces in a visual manner:

Other utilities

The SDK includes a number of utilities for importing your various assets for use in your game. There is a command line based model converter for importing your 3D model into PSM’s native MDX format. There are also tools for importing Flash animations, and graphical shaders, as well as a tool for creating on-screen controllers for Android devices. Finally, there is the PublishingUtility, which is used to prepare your application for deployment to the online store as well as for creating downloadable content. Assuming a default installation, all these tools and more are located in the folder C:\Program Files(x86)\SCE\PSM\tools. We will cover many of these tools in detail later in the book.

PlayStation Mobile certified devices

PlayStation Mobile can target the PlayStation Vita, as well as a growing number of PlayStation certified devices. Currently this includes a number of Xperia mobile phones, Sony Android tablets, and a series of HTC phones. You can see a full list of certified phones at http://www.playstation.com/psm/certified.html.

It is hard to believe the level of technology being packed into these devices. Let us now see the specifications for the PlayStation Vita and HTC One X phones, two supported devices.

PlayStation Vita specifications

The following are the system requirements for PlayStation Vita:

ARM A9 Quad Core processorPowerVR SGX543MP4 Quad Core GPU512 MB RAM and 128 MB Video RAM5" 960x544 pixel multi-touch displayGPS, two cameras, two touch sensors, gyroscope, dual analog sticks

HTC Hero One X specifications

The following are the system requirements for HTC Hero One X:

ARM A9 Dual or Quad Core Processor (depending on region)NVidia Tegra31024 MB RAM with 16-32 GB of storage4.7" 1280 x 720 pixel multi-touch displayGPS, Gyroscope, G-Sensor, Proximity Sensor, two cameras

As you can see, PlayStation Mobile is running on some remarkably capable hardware. It’s hard to believe how far things have come when you consider the original PSP was running on a single CPU running at 333 MHz with only 32 MB RAM while the Gameboy DS was powered by a pair of CPUs running at 67 and 33.5 MHz, respectively, with a paltry 4 MB of RAM. This generation of handheld devices is sporting hardware comparable to what is found in the PlayStation 3 and Xbox 360!

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.

What you need for this book

In order to get the most out of this book, you need to have a Windows computer capable of running the PlayStation Mobile SDK. You will also need a copy of the PlayStation Suite SDK, which can be downloaded at http://psm.playstation.net/.

Most samples can be run using the included simulator, but to get the most out of the PlayStation Mobile SDK, you should have a hardware device to run on, such as a PlayStation Vita or a PlayStation certified Android device. Currently, it is free to use the simulator, but not to deploy to a device.

The PlayStation Mobile Studio has the following system requirements:

One of the following operating systems:
Microsoft® Windows® XP Service Pack 3 or later (32 bit version only)Microsoft® Windows® 7 Service Pack 1 (32 bit or 64 bit version) or later
3 GHz processor or greaterAt least 2 GB of free space on your hard diskAt least 4 GB of RAMA graphics card that supports OpenGL 3.0 or higherA sound card compatible with DirectX 9.01 or more USB 2.0 compatible ports

Who this book is for

If you’ve got some prior experience with C# and want to create awesome projects for the PlayStation®Vita and PlayStation™ Certified devices then this book is for you.

Reader feedback

Feedback from our readers is always welcome. Let us know what you think about this book—what you liked or may have disliked. Reader feedback is important for us to develop titles that you really get the most out of.

To send us general feedback, simply send an e-mail to <[email protected]>, and mention the book title through the subject of your message.

If there is a topic that you have expertise in and you are interested in either writing or contributing to a book, see our author guide on www.packtpub.com/authors.

Customer support

Now that you are the proud owner of a Packt book, we have a number of things to help you to get the most from your purchase.

Downloading the example code

You can download the example code files for all Packt books you have purchased from your account at http://www.packtpub.com. If you purchased this book elsewhere, you can visit http://www.packtpub.com/support and register to have the files e-mailed directly to you.

Downloading the color images of this book

We also provide you a PDF file that has color images of the screenshots/diagrams used in this book. The color images will help you better understand the changes in the output. You can download this file from http://www.packtpub.com/sites/default/files/downloads/4186OT_ColoredImages.pdf.

Errata

Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you find a mistake in one of our books—maybe a mistake in the text or the code—we would be grateful if you would report this to us. By doing so, you can save other readers from frustration and help us improve subsequent versions of this book. If you find any errata, please report them by visiting http://www.packtpub.com/support, selecting your book, clicking on the errata submission form link, and entering the details of your errata. Once your errata are verified, your submission will be accepted and the errata will be uploaded to our website, or added to any list of existing errata, under the Errata section of that title.

Piracy

Piracy of copyright material on the Internet is an ongoing problem across all media. At Packt, we take the protection of our copyright and licenses very seriously. If you come across any illegal copies of our works, in any form, on the Internet, please provide us with the location address or website name immediately so that we can pursue a remedy.

Please contact us at <[email protected]> with a link to the suspected pirated material.

We appreciate your help in protecting our authors, and our ability to bring you valuable content.

Questions

You can contact us at <[email protected]> if you are having a problem with any aspect of the book, and we will do our best to address it.

Chapter 1. Getting Started

In this chapter we will cover:

Accessing the PlayStation Mobile portalInstalling the PlayStation Mobile SDKCreating a simple game loopLoading, displaying, and translating a textured image"Hello World" drawing text on an imageDeploying to PlayStation Mobile certified Android devicesDeploying to a PlayStation VitaManipulating an image dynamicallyWorking with the filesystemHandling system events

Introduction

The PlayStation Mobile (PSM) SDK represents an exciting opportunity for game developers of all stripes, from hobbyists to indie and professional developers. It contains everything you need to quickly develop a game using the C# programming language. Perhaps more importantly, it provides a market for those games. If you are currently using XNA, you will feel right at home with the PSM SDK.

You may be wondering at this point, Why develop for PlayStation Mobile at all? Obviously, the easiest answer is, so you can develop for PlayStation Vita, which of itself will be enough for many people. Perhaps, though the most important reason is that it represents a group of dedicated gamers hungry for games. While there are a wealth of games available for Android, finding them on the App Store is a mess, while supporting the literally thousands of devices is a nightmare. With PlayStation Mobile, you have a common development environment, targeting powerful devices with a dedicated store catering to gamers.

We are now going to jump right in and get those tools up and running. Of course, we will also write some code and show how easy it is to get it running on your device. PlayStation Mobile allows you to target a number of different devices and we will cover the three major targets (the Simulator, PlayStation Vita, and Android). You do not need to have a device to follow along, although certain functionality will not be available on the Simulator.

One thing to keep in mind with the PlayStation Mobile SDK is that it is essentially two SDKs in one. There is a much lower level set of libraries for accessing graphics, audio, and input, as well as a higher-level layer build over the top of this layer, mostly with the complete source available. Of course, underneath this all there is the .NET framework. In this chapter, we are going to deal with the lower level graphics interface. If the code seems initially quite long or daunting for what seems like a simple task, don't worry! There is a much easier way that we will cover later in the book.

Accessing the PlayStation Mobile portal

This recipe looks at creating a PSM portal account. For this process it is mandatory to download and use the PSM SDK.

Getting ready

You need to have a Sony Entertainment Network (SEN) account to register with the PSM portal. This is the standard account you use to bring your PlayStation device online, so you may already have one. If not, create one at http://bit.ly/Yiglfk before continuing.

How to do it...

Open a web browser and log in to http://psm.playstation.net. Locate and click on the Register button.Sign in using the SEN account.Agree to the Terms and Conditions. You need to scroll to the bottom of the text before the Agree button is enabled. But, you always read the fine print anyways... don't you? Finally select the e-mail address and language you want for the PlayStation Mobile portal. You can use the same e-mail you used for your SEN account. Click on Register.An e-mail will be sent to the e-mail account you used to sign up. Locate the activation link and either click on it, or copy and paste into a browser window:Your account is now completed, and you can log in to the PSM developer portal now.

How it works...

A PlayStation Mobile account is mandatory to download the PSM tools. Many of the links to the portal require you to be logged in before they will work. It is very important that you create and activate your account and log in to the portal before continuing on with the book! All future recipes assume you are logged in to the portal.

Installing the PlayStation Mobile SDK

This recipe demonstrates how to install the PlayStation Mobile SDK.

Getting ready

First you need to download the PlayStation Mobile SDK; you can download it from http://bit.ly/W8rhhx.

How to do it...

Locate the installation file you downloaded earlier and double-click to launch the installer. Say yes to any security related questions.Take the default settings when prompting, making sure to install the runtimes and GTK# libraries.The installer for the Vita drivers will now launch. There is no harm in installing them even if you do not have a Vita:Installation is now complete; a browser window with the current release notes will open.

How it works...

The SDK is now installed on your machines. Assuming you used default directories, the SDK will be installed to C:\Program Files (x86)\SCE\PSM if you are running 64 bit Windows, or to C:\Program Files\SCE\PSM if you are running 32 bit Windows. Additionally all of the documentation and samples have been installed under the Public account, located in C:\Users\Public\Documents\PSM.

There's more...

There are a number of samples available in the samples directory and you should certainly take a moment to check them out. They range in complexity from simple Hello World applications, up to a full blown 3rd person 3D role playing game (RPG). They are, however, often documented in Japanese and often rely on other samples, making learning from them a frustrating experience at times, at least, for those of us who do not understand Japanese!

See also

See the A Tour of the PlayStation Mobile SDK section in the Preface for a better understanding of what is included in the SDK you just installed