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Java ME Game Programming, 2nd Edition View Larger Image | Martin J. Wells, John P. Flynt Course Technology, Paperback, 2nd Bk&CD edition, Published August 2007, 488 pages, ISBN 1598633899 | List Price: $59.99 Our Price: $38.95 You Save: $21.04 (35% Off)
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Get ready to create your own J2ME game! This updated edition to the popular
J2ME Game Programming provides updated sofware coverage as well as updates to
the programming approaches specific to Java ME software. It also covers the
recent innovations in mobile games with relations to iPods and cell phones.
You will learn the essentials of J2ME game development from the ground up. Throughout
the book you will discover the issues involved in developing for multiple target
devices and how to work through the jungle of device-specific libraries and
device capabilities. Working on a limited platform it is important to squeeze
as much as you can out of those precious bytes, so in this book you will find
the tools and source code you need to get the most out of the constrained resources.
You will also learn how to structure your code and classes to achieve as small
an application footprint as possible. As you work toward developing your own
J2ME game, you'll examine the game 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! Previous experience in programming
object-oriented languages and a basic level of math skills is recommended.
Features
Offers a very to the point and hands on approach
to the specific game programming aspects of J2ME
Examines several well known game techniques, explaining how to implement them
in J2ME, including Raycasting, Isometric, and Side-Scrollers
You'll learn how to make a side-scroller, multiplayer strategy, and even a
3D game
Table of Contents
Chapter 1 J2ME history
Chapter 2 J2ME overview
Chapter 3 J2ME enabled Devices
Chapter 4 The Development environment
Chapter 5 J2ME API
Chapter 6 Device specific libraries
Chapter 7 My first MIDlet
Chapter 8 The Idea
Chapter 9 The Classes
Chapter 10 The Build Script
Chapter 11 The Resources
Chapter 12 The Menus
Chapter 13 The Action
Chapter 14 The World
Chapter 15 The Game
Chapter 16 The Localization and Branding
Chapter 17 The Device Ports
Chapter 18 The Optimizing
Chapter 19 Sales channels
Chapter 20 Marketing material
Chapter 21 Approach the publisher
Chapter 22 MIDP 2.0
Chapter 23 The Isometric engine
Chapter 24 Raycasting
Chapter 25 Making the connection
Appendixes
A Java 2 primer (important for first time Java programmers)
B Fixed point math
C The essential MIDP Classes
D The essential Device Specific Libraries
E Installing the SDKs
F Using the Emulators/Tools of the book
G Tips and Tricks
About the Authors
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.
John P. Flynt, Ph.D., works in the software development industry, has
taught at colleges and universities, and has authored courses and curricula
for several college level game development programs. His academic background
includes work in information technology, the social sciences, and the humanities.
Among his previous books are In the Mind of a Game, Perl Power!, UnrealScript
Game Programming All in One, Simulation and Event Modeling for Game Developers
(with co-author Ben Vinson), Beginning Pre-Calculus for Game Developers, Java
Programming for the Absolute Beginner, Beginning Math Concepts for Game Developers,
and Software Engineering for Game Developers. Among other engagements, he has
been a speaker at game and educational conferences in San Antonio, LA, Atlanta,
Austin, West Lafayette, and the 2004 Xtreme Game Developers Expo in Mountain
View, CA. He has worked as a consultant on several curriculum development initiatives
involving some of the largest proprietary colleges in the US and has taught
literature, political science, computer science, and game development. He has
been contracted by DeVry University as a game course developer, and DeVry has
adopted Software Engineering for Game Developers for its national curriculum.
John lives in the foothills near Boulder, Colorado.
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