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_a201402040155 _bVLOAD _c201008091222 _dmalmash _c200906301303 _dvenkatrajand _c200906301302 _dvenkatrajand _y200906301300 _zvenkatrajand |
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_aQA76.73.J38 _b.W456 2004 |
245 | 0 | 0 |
_aJ2me game programming / _c[edited by] Jenny Davidson. |
260 |
_aIndianapolis, IN : _bPremier Press Inc., a Division of Course Technology, _cc2004. |
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300 |
_axxvi, 768 p.: _c24 cm. |
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440 |
_aGame Development _912040 |
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505 | _aPart 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 | ||
520 | _aJ2ME 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. | ||
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