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J2ME Game Programming / Edition 1
     

J2ME Game Programming / Edition 1

by Martin J. WELLS
 

ISBN-10: 1592001181

ISBN-13: 9781592001187

Pub. Date: 03/22/2004

Publisher: Cengage Learning

J2ME Game Programming takes the reader from the birth of the game idea, through the hours of fun programming it, and then finally through the quest of getting the new game published. The main project in the book is the creation of the reader’s own J2ME game, including assessment of the game’s lifecycle, how to handle resources, various methods of drawing to

Overview

J2ME Game Programming takes the reader from the birth of the game idea, through the hours of fun programming it, and then finally through the quest of getting the new game published. The main project in the book is the creation of the reader’s own J2ME game, including assessment of the game’s lifecycle, how to handle resources, various methods of drawing to the screen, optimizing memory usage, handling the users input, and even sharing high-scores online! The business models of the J2ME market are very independent-friendly, which is attractive to many programmers who are looking for the knowledge they need to make a few bucks on their own games. When working on a limited platform it is important to squeeze as much as possible out of those precious bytes; in this book readers will find the tools and source code they need to get the most out of the constrained resources and successfully create their own game.


Features

  • Covers all the elements needed to create the reader’s own J2ME game. Readers learn the essentials of J2ME game development from the ground up, including issues involved in developing for multiple target devices and how to wrestle the jungle of device specific libraries and device capabilities.
  • Addresses important issues of J2ME game development that have been given little, or no attention in other publications such as game play design tailored for mobile devices, supporting multiple target devices, squeezing traditional game techniques, and more.
  • Readers additionally learn how to structure code and classes to achieve as small an application footprint as possible.

    About the Author
    Martin J. Wells is currently the Lead Programmer at Tasman Studios Pty Ltd, located in Sydney, Australia. Throughout his 15-year career he has worked on a wide variety of development projects. He is an expert in multiple computer languages, including Java from its origins, and has extensive experience in the development of high performance networking and multithreaded systems. His first game programming experience came from writing and selling his own games for the Tandy and Commodore microcomputers at the age of 12.

  • Product Details

    ISBN-13:
    9781592001187
    Publisher:
    Cengage Learning
    Publication date:
    03/22/2004
    Edition description:
    Older Edition
    Pages:
    800
    Product dimensions:
    7.30(w) x 9.00(h) x 1.10(d)

    Table of Contents

    Part 1: What is J2ME ? 1. J2ME History 2. J2ME Overview 3. J2ME Enabled Devices Part 2: Show Me the Code! 4. The Development Environment 5. J2ME API 6. Device Specific Libraries 7. Game Time Part 3: Game on 8. The Project 9. The Graphics 10. The Action 11. The World 12. The Game 13. The Frontend 14. The Device Ports 15. The Optimizing 16. The Localization Part 4: Sell, Sell, Sell 17. Marketing Material 18. Sales Channels Part 5: What Next? 19. CLDC 1.1 and MIDP 2.0 20. The Isometric Engine 21. Raycasting 22. Making the connection Appendix A: Java 2 primer

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