J2ME Game Programming

Martin J.(Martin J. Wells) Wells

  • 出版商: Course Technology PTR
  • 出版日期: 2004-03-22
  • 定價: $1,980
  • 售價: 2.0$399
  • 語言: 英文
  • 頁數: 800
  • 裝訂: Paperback
  • ISBN: 1592001181
  • ISBN-13: 9781592001187

限量商品 (庫存=1)



Have you ever seen players?eyes light up as they explore the worlds that youve created in your games? If you have, then game development probably has you hooked firmly in its grasp! If youve 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. Youll be amazed at just how cool the games you create can look and play. Focusing primarily on mobile phone game creation, youll jump right in and create your own games as you work your way through the book. 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 youre ready to explore all that "J2ME Game Programming" has to offer!

  • Contact the author at marty@tasman-studios.com with questions or comments about the book
  • 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 readers 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 A: Java 2 primer