J2ME Game Programming - Martin Wells

J2ME Game Programming

Martin Wells (Autor)

Media-Kombination
800 Seiten
2004
Course Technology
978-1-59200-118-7 (ISBN)
149,95 inkl. MwSt
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.

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.

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 Front-End
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

Erscheint lt. Verlag 22.3.2004
Verlagsort Florence
Sprache englisch
Maße 185 x 231 mm
Gewicht 1022 g
Themenwelt Mathematik / Informatik Informatik Web / Internet
Informatik Weitere Themen Computerspiele
ISBN-10 1-59200-118-1 / 1592001181
ISBN-13 978-1-59200-118-7 / 9781592001187
Zustand Neuware
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