Mobile Graphics: Standards & Market Info

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OMAP - Mobile Gaming  

Market Information

Gaming is on its way to surpass other popular mobile downloads such as ring tones; according to a few industry analysts, revenues from mobile gaming are expected to grow to almost $9 billion by 2010. However, in order to capitalize on this opportunity the mobile gaming industry needs overcome its largest challenge – platform fragmentation.

Hundreds of mobile phones are introduced every year, each with a unique combination of features that developers must support in order to have their games ported and run on a given handset. This fragmentation significantly increases development costs and inhibits the quality of the user’s experience.

In some instances, the porting costs of a new game can reach up to 50 percent of the total game production costs. This cost limits the amount of games a developer can create as well as how widespread one game can be implemented across multiple handsets.

Standards Information

TI supports open standards for mobile gaming to speed the development and deployment of mobile games on OMAP™ platform-enabled devices. The standards TI supports include:

COLLADA

COLLADACOLLADA, a digital asset exchange schema for interactive 3D applications, defines an XML-based schema to enable 3D authoring applications to freely exchange digital assets without loss of information - enabling multiple software packages to be combined into extremely powerful tool chains. It also enable shaders to be authored and packaged using OpenGL ES Shading Language so that leading 3D authoring tools can work effectively together to create OpenGL ES applications and assets. Learn More

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JSR 184 (M3D)

JSR 184JSR 184 API is the first Java-specific standard for three-dimensional graphics on mobile devices. The API has both high-level and low-level graphics features; the high-level feature is called retained mode, and the low-level one is called immediate mode. Retained mode makes it possible for developers to use scene graphs, and the world renders itself based on the positions of virtual cameras and lights. Immediate mode allows applications to draw the objects directly. Learn More

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JSR 239

JSR 239This specification, an optional package, will describe the Java bindings to the native 3D graphics library, OpenGL ES. OpenGL ES is largely a subset of OpenGL 1.3 and much of the work derived from JSR 231, Java Bindings to OpenGL (bases on OpenGL version 1.5) will be used in this JSR. The addition of a few OpenGL ES extensions not found in OpenGL 1.3 (or 1.5) will prevent this from being a strict subset of JSR 231. Learn More

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Open Mobile Alliance (OMA) Game Services Working Group

Open Mobile Alliance (OMA)The OMA Game Services Working Group’s efforts create an environment for reduced platform fragmentation, lowered development costs, and a richer mobile gaming experience for the consumer. Developing the game services specification will establish a common definition for minimum device capabilities and measurable performance characteristics that game publishers and developers can rely upon. This will result in easier and more efficient games portability from one mobile handset to another and greater revenues from games for the entire industry. Learn More

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OpenGL® ES 1.1 and 2.0

OpenGL|ESOpenGL ES is a royalty-free, cross-platform API for full-function 2D and 3D graphics on embedded systems - including handheld devices, consoles, appliances and vehicles. It is a well-defined subset of desktop OpenGL, creating a flexible and powerful low-level interface between software and graphics acceleration. OpenGL ES 1.X targets fixed function embedded 3D accelerators. OpenGL ES 2.X enables full programmable 3D graphics including shaders. OpenGL ES-SC is tuned for the safety critical market. Learn More

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OpenKODE®

OpenKODEOpenKODE is a royalty-free set of Media Application Portability APIs for increased native media application source portability and reduced mobile platform fragmentation. It is a low-level C-native API layer that sits between the device OS and any higher-level platform capabilities. The aim of OpenKODE is to provide seamless acceleration of 2D, 3D, video and audio media types and minimize source changes when porting games and applications between mobile platforms such as Symbian UIQ, Series 60 and WIPI. Learn More

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OpenVG™

OpenVGOpenVG is a royalty-free, cross-platform API that provides a low-level hardware acceleration interface for vector graphics libraries such as Flash and SVG. OpenVG is targeted primarily at handheld devices that require portable acceleration of high-quality vector graphics for compelling user interfaces and text on small screen devices - while enabling hardware acceleration to provide fluidly interactive performance at very low power levels. Learn More

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