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	<title>BlackBerry Developer Blog &#187; Joshua Granick</title>
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		<title>BlackBerry Developer Blog &#187; Joshua Granick</title>
		<link>http://devblog.blackberry.com</link>
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		<title>BlackBerry 10 Development 101: Native</title>
		<link>http://devblog.blackberry.com/2012/12/blackberry-development-101-native/</link>
		<comments>http://devblog.blackberry.com/2012/12/blackberry-development-101-native/#comments</comments>
		<pubDate>Thu, 13 Dec 2012 17:06:33 +0000</pubDate>
		<dc:creator>Joshua Granick</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Native SDK Development]]></category>
		<category><![CDATA[Open Source]]></category>
		<category><![CDATA[Blackberry]]></category>
		<category><![CDATA[developer]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[native]]></category>
		<category><![CDATA[native SDK development]]></category>
		<category><![CDATA[open source]]></category>

		<guid isPermaLink="false">http://devblog.blackberry.com/?p=12695</guid>
		<description><![CDATA[There are many ways to develop games or applications for BlackBerry 10. This is a good thing, but if you have not developed for the BlackBerry platform or you are familiar only with the older Java-based platform, it may be overwhelming. What are your options, and how do you get started? Several factors can help [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=devblog.blackberry.com&#038;blog=17235680&#038;post=12695&#038;subd=rimdevblog&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p style="text-align:center;"><img class="aligncenter size-full wp-image-12700" alt="TITLE_IMAGE" src="http://rimdevblog.files.wordpress.com/2012/12/devblog-native-cake-e1355418336592.png?w=600&#038;h=292" width="600" height="292" /></p>
<p>There are many ways to develop games or applications for BlackBerry 10. This is a good thing, but if you have not developed for the BlackBerry platform or you are familiar only with the older Java-based platform, it may be overwhelming. What are your options, and how do you get started?</p>
<p>Several factors can help you decide which path to follow. BlackBerry 10 has four primary developer platforms, each with its own distinct style of development, advantages and frameworks you can choose from.</p>
<p>In this first blog post, we’ll provide an overview of some of the options available on our native development platform.</p>
<h3><strong>Native</strong></h3>
<p>The bedrock of a good developer platform is a high-performance, low-level native implementation – and BlackBerry 10 delivers. The native platform is POSIX-based, so everything from “int main(void) { printf(‘Hello World’); }” and up will run on the operating system.</p>
<p>Whether you are a C++ guru or you shy away from low-level code, BlackBerry 10 supports a wide variety of choices on the native development platform.</p>
<p><span id="more-12695"></span></p>
<h3><strong>Straight C/C++</strong></h3>
<p><a href="http://developer.blackberry.com/native/beta/" target="_new">http://developer.blackberry.com/native/beta/</a></p>
<p>BlackBerry 10 is based on QNX, a powerful, stable operating system that has been refined for over 30 years. Thanks to the POSIX interface, standard Unix C/C++ will run on the platform, without additional bootstrapping. You have full access to system APIs, from the networking stack to EGL and OpenGL and the flexibility to use common practices like dynamically loading libraries.</p>
<p>I personally ported a significant game framework to BlackBerry in only two days, and I have heard many more stories of developers with similar experiences on the native platform. If you like C/C++ development, BlackBerry 10 is a very exciting platform.</p>
<h3><strong>Cascades</strong></h3>
<p><a href="https://developer.blackberry.com/cascades/" target="_new">https://developer.blackberry.com/cascades/</a></p>
<p>If you are looking to create an application, Cascades is the Qt-based framework that we provide for the most natural of BlackBerry 10 experiences. Application code and rendering are handled in different threads, so even when you are doing heavy processing, the UI will run at a smooth 60 frames-per-second.</p>
<p>Many applications can be developed using C++ or using QML, or a combination of both. QML supports JavaScript, so even if you are a web developer, it can be easy to create native BlackBerry 10 applications using your existing skill-set. The BlackBerry Native SDK provides our Momentics IDE with designer support for Cascades, so you can preview and fine-tune the layout of your applications without deploying to a device or a device simulator.</p>
<h3><strong>Marmalade</strong></h3>
<p><a href="http://www.madewithmarmalade.com" target="_new">http://www.madewithmarmalade.com</a></p>
<p>We have partnered with Marmalade to provide a first-class experience for C++ developers using the Marmalade SDK. Similar to open-source solutions such as SDL and SFML, Marmalade is designed to provide a low-level compatibility layer between multiple platforms.</p>
<p>Marmalade also provides additional features &#8211; such as an optimized pipeline for art assets &#8211; tailored for every target device, as well as enterprise-level support.</p>
<h3><strong>NME</strong></h3>
<p><a href="http://www.haxenme.org" target="_new">http://www.haxenme.org</a></p>
<p>We have also partnered with NME to provide support for BlackBerry 10. Unlike the other options you have as a native developer, NME does not require that you use C or C++. Instead, NME uses a language called Haxe that is compiled to C++ automatically, giving you the performance of C++ and OpenGL while creating an environment that should feel comfortable to a Flash or Java developer.</p>
<p>NME is an open-source, cross-platform framework that makes it simple to use graphics, sound, input, networking and the other features you need for 2D games and applications, including libraries such as Flixel or Box2D. NME can also uniquely target mobile, desktop, Flash Player and HTML5.</p>
<h3><strong>cocos2d-x</strong></h3>
<p><a href="http://www.cocos2d-x.org" target="_new">http://www.cocos2d-x.org</a></p>
<p>The C++ version of the cocos2d, the popular 2D gaming framework, is available for BlackBerry 10.<br />
Similar to other versions of the library, cocos2d-x provides structured support for scene management, physics, particle effects, tiles, spritesheets and other game-specific features. Most of the framework can also be scripted using Lua or JavaScript. cocos2d-x is an open-source, cross-platform framework with support for both mobile and desktop platforms.</p>
<h3><strong>gameplay</strong></h3>
<p><a href="http://www.gameplay3d.org" target="_new">http://www.gameplay3d.org</a></p>
<p>If you would like to develop 3D games using C++, gameplay is an excellent open-source framework which is fully supported on BlackBerry 10.</p>
<p>gameplay supports the standards you expect, such as OpenGL shaders, device input and particles, but also provides integrated support for physics, skeletal character animation, 3D audio and support for themeable 2D and 3D UI forms. If you would like to use a scripting language, Lua bindings are support. gameplay is cross-platform, supporting mobile and desktop platforms.</p>
<p>These are just a few of the choices you have on the native platform for BlackBerry 10, so don’t let this limit you. If you have any questions or would like recommendations, please feel free to sound off in the comments!</p>
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		<title>Building Your First Game Using NME</title>
		<link>http://devblog.blackberry.com/2012/11/game-development-nme/</link>
		<comments>http://devblog.blackberry.com/2012/11/game-development-nme/#comments</comments>
		<pubDate>Tue, 27 Nov 2012 14:21:11 +0000</pubDate>
		<dc:creator>Joshua Granick</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Native SDK Development]]></category>
		<category><![CDATA[Open Source]]></category>
		<category><![CDATA[BlackBerry 10 Games]]></category>
		<category><![CDATA[BlackBerry PlayBook games]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[Haxe]]></category>
		<category><![CDATA[NME]]></category>

		<guid isPermaLink="false">http://devblog.blackberry.com/?p=12353</guid>
		<description><![CDATA[I know there are many choices when developing a game for the BlackBerry platform, but I wanted to share my favorite with you. If you have not heard of it before, NME is a free and open-source framework, designed to bring a unified feature set and native performance to many platforms, including the BlackBerry® PlayBook™ [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=devblog.blackberry.com&#038;blog=17235680&#038;post=12353&#038;subd=rimdevblog&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p style="text-align:center;"><img class="aligncenter  wp-image-12362" title="josh" alt="TITLE_IMAGE" src="http://rimdevblog.files.wordpress.com/2012/11/josh.jpg?w=576&#038;h=383" height="383" width="576" /></p>
<p>I know there are many choices when developing a game for the BlackBerry platform, but I wanted to share my favorite with you. If you have not heard of it before, <a href="http://www.haxenme.org/" target="_new">NME</a> is a free and open-source framework, designed to bring a unified feature set and native performance to many platforms, including the BlackBerry® PlayBook™ tablet and BlackBerry® 10.</p>
<h3><strong>Defining a Project File</strong></h3>
<p>The first place to start when building an NME project is to make sure you have a project file. This will tell NME where your asset and source files are located, as well as meta-data like the application name, version and author.</p>
<p>Unlike other BlackBerry applications, you will not need to define a “bar-descriptor.xml” file later. NME will generate the file for you, based on the values in the NME project file.</p>
<pre>&lt;?xml version="1.0" encoding="utf-8"?&gt;
&lt;project&gt;
&lt;meta title="Asterisk Game" package="com.testing.asteriskgame" version="1.0.0" company="Joshua Granick" /&gt;
&lt;app main="AsteriskGame" path="Export" /&gt;
	&lt;window width="800" height="600" unless="mobile" /&gt;
&lt;source path="Source" /&gt;
&lt;haxelib name="nme" /&gt;
&lt;haxelib name="actuate" /&gt;
	&lt;assets path="Assets" rename="assets" exclude="icon-*.png" /&gt;
&lt;icon path="Assets/icon-114.png" size="114" /&gt;
&lt;icon path="Assets/icon-86.png" size="86" /&gt;
&lt;/project&gt;</pre>
<p>You can find more details about the NMML format <a href="https://github.com/blackberry/NME/blob/master/tools/command-line-old/spec.nmml" target="_new">here</a>.</p>
<p><span id="more-12353"></span></p>
<h3><strong>Loading Assets</strong></h3>
<p>NME has an <i>Assets</i> class that makes it simple to load resource files. It accepts a path, based on the file structure of your project and the <i>&lt;assets /&gt;</i> nodes you include in the project file. You can use the <i>Assets</i> class to load bitmap data, bytes, font references, sounds and plain text synchronously.</p>
<p>If you need to load an asset asynchronously, such as from a remote server, you can use the NME <i>Loader</i> and <i>URLLoader</i> classes, which are outside the scope of this post.</p>
<h3><strong>Creating a Bitmap</strong></h3>
<pre>var bitmapData = Assets.getBitmapData (“assets/asterisk.png”);
var bitmap = new Bitmap (bitmapData);
addChild (bitmap);</pre>
<p>Unless you are creating a new bitmap in memory, the first step is to load an existing image asset from a file or a web server. In this sample, I am using an existing graphic called “asterisk.png”, which I have included in my project.</p>
<p>Once this process is complete, I will have the data for my bitmap, represented in NME by the <i>BitmapData</i> class. With a <i>BitmapData</i> object, I can use one of multiple rendering methods available. The simplest and most common is to create a <i>Bitmap</i> and add it to the “display list.” In NME, there is a tree of objects which are rendered automatically. By adding a display object to a parent that already is a member of the “display list,” it will be rendered as well. In this way, we can decide when our <i>Bitmap</i> is able to be rendered.</p>
<h3><strong>Adding Touch Interaction</strong></h3>
<p>It is exciting to get a bitmap on-screen, but in order to build a game we need to be able to handle touch interaction. Although a <i>Bitmap</i> has values like a position, size, scale and alpha (transparency), the <i>Bitmap</i> class cannot handle touch or mouse interaction.</p>
<p>The easiest way to add this support is to put our bitmap inside of a Sprite:</p>
<pre>var sprite = new Sprite ();
var bitmap = new Bitmap (Assets.getBitmapData (“assets/asterisk.png”));
sprite.addChild (bitmap);
addChild (sprite);</pre>
<p>The <i>Sprite</i> class is one of the most common classes in NME development. In addition to being a <i>DisplayObject</i>, like the <i>Bitmap</i> class, a <i>Sprite</i> instance can contain other objects. The <i>Sprite</i> class also supports dispatches touch and mouse events, which is what we are looking for.</p>
<pre>sprite.addEventListener (MouseEvent.MOUSE_DOWN, function (event) { bitmap.visible = false; });</pre>
<p>Adding an event listener makes it possible to respond when an event occurs on the objects, such as the <i>MouseEvent.MOUSE_DOWN</i> event.</p>
<p>NME supports a touch-specific API, but most applications will only need to listen to standard mouse events. These will work with touch screens as well as traditional desktop and laptop systems, making it simpler for your project to run on multiple form-factors.</p>
<h3><strong>Playing Sound</strong></h3>
<pre>var sound = Assets.getSound ("assets/fuzz.wav");
sound.play ();</pre>
<p>Loading a <i>Sound</i> is simple, thanks to the NME <i>Assets</i> class. Then you can call play to your sound.</p>
<p>Internally, NME is using SDL_mixer on BlackBerry to play audio. This provides excellent support for many file formats, but also presents some restrictions. SDL_mixer supports one streaming “music” channel at once and multiple event “sound” channels simultaneously. NME will try to automatically detect whether a file is “music” or “sound” based on the file extension, but this can be controlled manually in your NMML project file.</p>
<p>SDL_mixer only supports MP3 in the “music” channel, while other formats, such as OGG and WAV, can be used for “sound”. This is a limitation to be aware of, especially if you are using MP3 files.</p>
<h3><strong>Download the Sample</strong></h3>
<p>You can download the “Asterisk Game,” a small sample that uses these features to make a simple “whack-a-mole” style game. Asterisks will appear on screen, and the player taps the asterisks to make them disappear until time runs out. The score is based on the number of asterisks the player is able to tap before they fade on their own, and bonus points are awarded based on the size of the asterisk – smaller asterisks are worth more points.</p>
<p>If you appreciated this tutorial and would like to learn more about NME, please sound off in the comments!</p>
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		<title>Fast, Native Games for BlackBerry (without C/C++)</title>
		<link>http://devblog.blackberry.com/2012/09/fast-native-games-for-blackberry-without-cc/</link>
		<comments>http://devblog.blackberry.com/2012/09/fast-native-games-for-blackberry-without-cc/#comments</comments>
		<pubDate>Sat, 08 Sep 2012 00:26:01 +0000</pubDate>
		<dc:creator>Joshua Granick</dc:creator>
				<category><![CDATA[Adobe AIR Development]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[adobe air]]></category>
		<category><![CDATA[air]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[NME]]></category>

		<guid isPermaLink="false">http://devblog.blackberry.com/?p=10959</guid>
		<description><![CDATA[Developers like Retro64 Inc, Artificial Games and Innivo have brought their titles to BlackBerry® in record time. For Ido Yehieli, this meant an increase in performance of &#8220;more than 10 times compared to using Adobe AIR&#8221; with only a few small changes to his code. How was this possible? NME is a fast, cross-platform framework [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=devblog.blackberry.com&#038;blog=17235680&#038;post=10959&#038;subd=rimdevblog&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<div id="attachment_10961" class="wp-caption aligncenter" style="width: 610px"><a href="http://rimdevblog.files.wordpress.com/2012/09/687474703a2f2f7777772e6a6f736875616772616e69636b2e636f6d2f75706c6f61642f52756e65526169646572732e706e67.png"><img class="size-full wp-image-10961" title="687474703a2f2f7777772e6a6f736875616772616e69636b2e636f6d2f75706c6f61642f52756e65526169646572732e706e67" src="http://rimdevblog.files.wordpress.com/2012/09/687474703a2f2f7777772e6a6f736875616772616e69636b2e636f6d2f75706c6f61642f52756e65526169646572732e706e67.png?w=600&#038;h=200" alt="TITLE_IMAGE" width="600" height="200" /></a><p class="wp-caption-text">Fight the bad guys in <a href="http://appworld.blackberry.com/webstore/content/133724/">Rune Raiders,</a> an exciting, easy-to-learn adventure game.</p></div>
<p>Developers like Retro64 Inc, Artificial Games and Innivo have brought their titles to BlackBerry® in record time. For Ido Yehieli, this meant an increase in performance of &#8220;more than 10 times compared to using Adobe AIR&#8221; with only a few small changes to his code. How was this possible?</p>
<p>NME is a fast, cross-platform framework for rapid game and application development. Unlike other libraries, NME does not require that you write native code. It does not use a virtual machine or a scripting language. NME uses a language called Haxe to convert your code to C++ and OpenGL, with amazing results.</p>
<p><span id="more-10959"></span></p>
<p>BunnyMark is a popular benchmark for Flash Player. Testing on a BlackBerry® PlayBook™, Adobe AIR rendered 500 bunnies @ 11 FPS. Using NME, the same device rendered an astonishing 5250 bunnies @ 30 FPS. NME applications are significantly faster than AIR (with or without Stage3D) and are comparable to applications built with other native frameworks.</p>
<div id="attachment_10962" class="wp-caption aligncenter" style="width: 610px"><a href="http://rimdevblog.files.wordpress.com/2012/09/687474703a2f2f7777772e6a6f736875616772616e69636b2e636f6d2f75706c6f61642f4d724e6962626c65732e706e671.png"><img class="size-full wp-image-10962" title="687474703a2f2f7777772e6a6f736875616772616e69636b2e636f6d2f75706c6f61642f4d724e6962626c65732e706e67" src="http://rimdevblog.files.wordpress.com/2012/09/687474703a2f2f7777772e6a6f736875616772616e69636b2e636f6d2f75706c6f61642f4d724e6962626c65732e706e671.png?w=600&#038;h=275" alt="" width="600" height="275" /></a><p class="wp-caption-text">Help <a href="http://appworld.blackberry.com/webstore/content/133542/">Mr Nibbles</a> solve devious puzzles and become the first hamster to enter orbit!</p></div>
<p>In addition to native, NME also supports publishing for Flash and beta support for HTML5. This offers a unique opportunity to create games that are optimized for the web, desktop and mobile, using a single codebase.</p>
<blockquote><p>&#8220;I just tried [NME] today &#8211; super impressive. One codebase, compiled straight away &#8230; 60FPS!&#8221; <em>- James Frost</em></p></blockquote>
<p>This flexibility also enables support for BlackBerry OS 6 and 7 devices. Since they are unable to run native C/C++ applications, they can be supported using HTML5, Apache Cordova and BlackBerry® WebWorks™.</p>
<div id="attachment_10963" class="wp-caption aligncenter" style="width: 610px"><a href="http://rimdevblog.files.wordpress.com/2012/09/687474703a2f2f7777772e6a6f736875616772616e69636b2e636f6d2f75706c6f61642f50616b6b756d616e2e706e67.png"><img class="size-full wp-image-10963" title="687474703a2f2f7777772e6a6f736875616772616e69636b2e636f6d2f75706c6f61642f50616b6b756d616e2e706e67" src="http://rimdevblog.files.wordpress.com/2012/09/687474703a2f2f7777772e6a6f736875616772616e69636b2e636f6d2f75706c6f61642f50616b6b756d616e2e706e67.png?w=600&#038;h=275" alt="" width="600" height="275" /></a><p class="wp-caption-text"><a href="http://appworld.blackberry.com/">Pakkuman&#8217;s Defense</a> is a fun and satisfying mix of Pac-Man and tower defense.</p></div>
<p>It is simple to build a game using NME. For anyone who already knows Flash, NME is an instant transition. Other developers will find that the API and language are still easy to learn.</p>
<p>Haxe shares roots with ECMAScript languages like Actionscript and Javascript, but supports more features such as conditional compilation, type inference, typedefs, enums, generics, iterators and compiler macros. Haxe also has a vibrant and helpful developer community.</p>
<blockquote><p>&#8220;I think making this game in Haxe/NME is about as inspired as I&#8217;ve been as a developer for a long time. Really exciting.&#8221; <em>- Andreas Rønning</em></p></blockquote>
<p>Many popular libraries are available for NME, like Flixel, HaxePunk, awe6, Nape and Box2D. NME also supports native C/C++ extensions.</p>
<div id="attachment_10964" class="wp-caption aligncenter" style="width: 610px"><a href="http://rimdevblog.files.wordpress.com/2012/09/687474703a2f2f7777772e6a6f736875616772616e69636b2e636f6d2f75706c6f61642f4d616b65415363656e652e706e67.png"><img class="size-full wp-image-10964" title="687474703a2f2f7777772e6a6f736875616772616e69636b2e636f6d2f75706c6f61642f4d616b65415363656e652e706e67" src="http://rimdevblog.files.wordpress.com/2012/09/687474703a2f2f7777772e6a6f736875616772616e69636b2e636f6d2f75706c6f61642f4d616b65415363656e652e706e67.png?w=600&#038;h=275" alt="" width="600" height="275" /></a><p class="wp-caption-text">Children love to create with <a href="https://appworld.blackberry.com/webstore/content/125479/">Make A Scene: Farmyard</a>, <a href="https://appworld.blackberry.com/webstore/content/125481/">Make A Scene: Under The Sea</a>, <a href="https://appworld.blackberry.com/webstore/content/125480/">Make A Scene: Safari</a>, <a href="https://appworld.blackberry.com/webstore/content/125484/">Make A Scene: Outer Space</a>, <a href="https://appworld.blackberry.com/webstore/content/127802/">Make A Scene: Polar Adventure</a>, <a href="https://appworld.blackberry.com/webstore/content/127798/">Make A Scene: Jungle</a> and <a href="https://appworld.blackberry.com/webstore/content/127804/">Make A Scene: Princess Fairy Tales</a>.</p></div>
<p>NME is available free for Windows, Mac and Linux: <a href="http://www.haxenme.org/download">http://www.haxenme.org/download</a>.</p>
<p>If you have more questions about Haxe or NME, or would like to learn more about how to build your own native BlackBerry games using the framework, let us know with your comments!</p>
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<p><strong>BlackBerry Jam Americas – Sept 25-27, San Jose CA</strong></p>
<p>BlackBerry® Jam Americas 2012 is a showcase for the bold, new direction BlackBerry is heading with the upcoming BlackBerry® 10 platform. The event attracts developers and industry leaders who understand the power of BlackBerry and want to build their success with the platform. Whether you&#8217;re a Native, Web, or Android™ developer, don&#8217;t miss this opportunity to explore the powerful, game-changing BlackBerry 10 platform.</p>
<p>Join us, September 25-27 in San Jose, California. <a href="http://www.blackberryjamconference.com/americas/register%20?CPID=OTC-2012BBJAMAM03">Register Now</a> and use promo code DJAA45 to register for only $299.00</p>
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