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By Martin Wells
ISBN: 1-59200-118-1
800 pages
 
Ebook code : GD06
List Price : $47.99
Our Low Price : $37.00
 

 

Description

Have you ever seen players’ eyes light up as they explore the worlds that you’ve created in your games? If you have, then game development probably has you hooked firmly in its grasp! If you’ve never taken your games beyond the PC, now's the time! "J2ME Game Programming" is a hands-on guide that teaches you how to create games for micro-devices. You’ll be amazed at just how cool the games you create can look and play. Focusing primarily on mobile phone game creation, you’ll jump right in and create your own games as you work your way through the ebook. The thought has surely crossed your mind that it would be nice to make some money off of this cool hobby of yours. J2ME offers real opportunity to profit from your games. Learn how you can earn revenue from your games by taking them to market. If you have a basic understanding of Java, then you’re ready to explore all that "J2ME Game Programming" has to offer!

Features

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.

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.


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 :

 Java 2 primer

 

Author Bio

Martin Wells
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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