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Micro Java Game Development
 
 
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Micro Java Game Development [Paperback]

David Fox , Roman Verhovsek
3.0 out of 5 stars  See all reviews (3 customer reviews)
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Product details

  • Paperback: 576 pages
  • Publisher: Addison Wesley; 1 edition (18 April 2002)
  • Language English
  • ISBN-10: 0672323427
  • ISBN-13: 978-0672323423
  • Product Dimensions: 23.1 x 18.7 x 3.4 cm
  • Average Customer Review: 3.0 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon Bestsellers Rank: 1,216,905 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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David Fox
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Product Description

Product Description

Micro Java Games Development explains game development for devices that support J2ME MIDP. The six parts cover a full range of topics, from a tour of all available micro-devices (Palms, cell phones and pagers), a discussion of software standards apart from J2ME (cell phones, messaging, I-mode and wireless enhancements such as Bluetooth), and available J2ME extensions (Siemans, Ericcson, Nokia), development tools and restrictions, to the creation of a meaty J2ME game!

About the Author

David Fox works for Next Game, Inc., creating Web and wirelessmultiplayer games. Prior to that, his design and development credits includeMichael Crichton's "Westworld 2000," Fox Interactive's"X-Files: Unauthorized Access," and PlayLink's real-time strategy"Citizen 01." He is the author of several best-selling books aboutInternet technologies, and his writing frequently appears in publications suchas Salon.com, Gamasutra, and Developer.com. David has presented topics in Javagaming at Sun Microsytem's JavaOne conference for the past three years, andhas been the winner of the Motorola-Nextel Developer Challenge for the past twoyears.

Roman Verhovsek is CEO and co-founder of Cocoasoft Ltd., where he isleading a team of J2ME developers. He holds a bachelor's degree inelectrical engineering from the University of Ljubljana, and is working on hismaster's degree of computer science. Since early 1996, he has focusedprimarily on Java technologies, and for last two years in particular onJava-enabled small devices. In 2001 he held a lecture on J2ME game developmentat the JavaOne conference. In his other life, Roman enjoys cooking,mountaineering, jogging, and traveling with his girlfriend, Lina.



0672323427AB04222002

Inside This Book (Learn More)
First Sentence
Games have almost a religious, ritual aspect to them. Read the first page
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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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Customer Reviews

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Most Helpful Customer Reviews
9 of 9 people found the following review helpful
Not useful really... 29 Aug 2003
Format:Paperback
This book is not for those who are seriously considering getting into J2ME programming (probably as a part of their job skills). For the most part, the book describes the technologies (kind of like an essay on J2ME/MIDP). This descriptive information I can find at the java wireless site. I found most parts of this book useless. The bit on sprites is enlightening for those who don't know about it. And that's it.

If you are a seasoned (or on-the-job) programmer (even with no prior J2ME experience) and you are planning on buying a book that will allow you to really sink your teeth into J2ME games programming, DON'T BUY THIS BOOK, it will do you no good (Search for other books on J2ME on Amazon).

I think this book should be used for first year university students studying related material to show them what is going on in the industry. I really can't find any other use for it.

I suggest the writer go and write a newer version (the book is rediculously obsolete) covering MORE TECHNICAL CONTENT. After all, we're not paying for an essay, we want to be able to create games with graphics like the one shown on the front page of this book. A final word, don't judge a book by its cover - especially this one.

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7 of 8 people found the following review helpful
Good Starting Point 17 Mar 2003
Format:Paperback
This book is the first I have read on Micro Game Development. I have recently looked into the subject for my Final Year Project, and found that there are lots of tools, standards and SDK’s etc. to get your head round. The information on Sun Microsystems and Nokias sites is vast, and is going to take weeks to correlate. This book covers most of the things I need to initially know to get started in mobile game development.
The book starts with a brief explanation about the history of computer games and how they have changed over the years along side growing technology. An overview of the books mission helps to imprint what the book is going to teach you. This has helped me understand the overall structure of the subject.
If you are new to gaming the book explains some of the basics of game design but later goes into more detail, including choosing genres that are more suited small devices.
The first part of the book explains small devices on a wider scale. Different Java enabled devices are described such as PDA’s Set Top Boxes and Smart Cards etc. this puts mobile game programming in perspective to the overall structure of small device programming.
Java has a number of add-ons which cater for these different devices, such as JavaTV for set top boxes and j2me PDA profile for PDA’s. These technologies are briefly described along with MIDP and CLDC which are specific to mobile phones, to give an overview of the different development environments of small devices.
Part two goes into mobile phone technologies in more detail, explanations include first, second, second and a half and third generation phones, as well as SMS, MMS, WAP and WML etc.
Part three starts to get into the meat of mobile phone technology, J2me. It describes the need for a cut down version of Java, and ex[plains the structure of j2me, CLDC, MIDP on mobile phones.
This part also walks through the writing, compiling and deploying of a simple miDLET using the command line and the ‘Wireless Tool Kit’. It then goes into simple procedures such as displaying graphics and command listening. Threads, code size reduction and memory optimisation is also covered.
The game side of the book really begins in part four. High and Low level GUI’s are discussed, before moving onto sprites and their management. Audio and Networking is also discussed here.
Part five describes some j2me extensions such as PersonalJava, CDC and the Siemens Game API.
The most exciting part of the book however is part six which walks through the creation of a racing game. This gives the necessary code along side explanations to develop a small game.
This book overall, is a good starting point into the understanding Micro Game Development and is also an enjoyable read. I would recommend it to anyone who is considering moving into this area, and wants to take a quick look first.
There are a few downsides to the book though, there are plenty of typo’s which I also noticed in an article by one of the authors. Also the book is now a year old, which like any computing subject is more like a thousand years This along with the fact that it covers mainly the basics means that I would recommend this book as a starting point, but more up to date and detailed information will be needed.
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1 of 2 people found the following review helpful
Format:Paperback
This book begins with an in-depth overview of micro technology, inc. WAP, EPOC, PalmOS, Windows CE, iAppi, SMS, JavaPhone, PersonalJava, JavaTV, JavaCard etc etc etc. This global tour of micro consumer goods takes a whole 160 pages; you start to wonder why you haven't learnt a single line of J2ME code yet! But this background study is essential if you want to understand where J2ME fits into the whole scheme of things. You'll be glad to hear that once you get passed this broad overview you have around 400 pages of pure J2ME to indulge in - without any other lesser technology distractions, like WAP!

One chapter that will interest many programmers is 'Connecting Out': it contains a practical/detailed look at multi-player programming across a wireless network.

By the time you get to the end, you can safely say that you will have enough knowledge to start writing your own MIDP game, and if you feel the urge you could even create one for iAppi - the Japanese equivalent to MIDP. But take note: as this book spends its time focused on micro game development and not exploring all angles of the J2ME API, you might find it necessary to get a reference guide to compliment this book.

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