J2ME Game Programming

Author:   Martin Wells ,  Martin Wells
Publisher:   Thomson Learning
ISBN:  

9781592001187


Pages:   800
Publication Date:   22 March 2004
Format:   Mixed media product
Availability:   Awaiting stock   Availability explained


Our Price $158.37 Quantity:  
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J2ME Game Programming


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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.

Full Product Details

Author:   Martin Wells ,  Martin Wells
Publisher:   Thomson Learning
Imprint:   Course Technology
Dimensions:   Width: 18.50cm , Height: 3.30cm , Length: 23.10cm
Weight:   1.022kg
ISBN:  

9781592001187


ISBN 10:   1592001181
Pages:   800
Publication Date:   22 March 2004
Audience:   General/trade ,  Professional and scholarly ,  General ,  Professional & Vocational
Format:   Mixed media product
Publisher's Status:   Inactive
Availability:   Awaiting stock   Availability explained

Table of Contents

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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


Author Information

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.

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