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Pocket PC Game Programming: Using The Windows CE Game API
 
 

Pocket PC Game Programming: Using The Windows CE Game API (Paperback)

by Jonathan S. Harbour (Author) "This chapter will introduce the "Windows Powered" Pocket PC platform, and cover some of the history of Windows CE ..." (more)
3.5 out of 5 stars See all reviews (2 customer reviews)

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Product details

  • Paperback: 768 pages
  • Publisher: Prima Tech; Pap/Cdr edition (10 May 2001)
  • Language English
  • ISBN-10: 0761530576
  • ISBN-13: 978-0761530572
  • Product Dimensions: 23.3 x 18.8 x 4.4 cm
  • Average Customer Review: 3.5 out of 5 stars See all reviews (2 customer reviews)
  • Amazon.co.uk Sales Rank: 784,563 in Books (See Bestsellers in Books)

    Popular in these categories:

    #1 in  Books > Computing & Internet > Hardware > Handheld Computers > Pocket PCs
    #10 in  Books > Computing & Internet > Hardware > Handheld Computers > Windows CE

Product Description

Synopsis
This title is for game and application developers for the Windows CE platform. It seeks to give the reader the knowledge needed to expand the performance and capabilities of their software's display, sound, input and animation. It uses example code from the author's real game projects.

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First Sentence
This chapter will introduce the "Windows Powered" Pocket PC platform, and cover some of the history of Windows CE. Read the first page
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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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Customer Reviews

2 Reviews
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Average Customer Review
3.5 out of 5 stars (2 customer reviews)
 
 
 
 
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3 of 3 people found the following review helpful:
2.0 out of 5 stars Misleading title., 11 Jun 2001
By The Soft Machine Operator (COVENTRY, WARWICKSHIRE United Kingdom) - See all my reviews
(TOP 1000 REVIEWER)   
The book claims to be about using the GAPI, but in fact, most of the implementation code is achieved using the windows CE GDI. A comment about "later chapter illustrates how to write your own blit routine" proves to be a lie -- the blit routines used are the GDI blit routines.

It's not all bad. There are some good examples & beginners may find it useful. The C++ code is well written & the library well designed.

As a whole, it's disappointing -- some discussion on blit algorithms would have improved it no end.

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2 of 3 people found the following review helpful:
5.0 out of 5 stars Whoa! It's great, 16 Oct 2002
Don't listen to the other guy, he doesn't even seem to know what he's on about.

Now, luckily, when I picked up this book, I had the only three requirements needed, and so found this book a godsend. Those requirements are:-

1. Must be a programmer (any language but to a good competency)
2. Must own a PDA
3. Must want to make games

If you have all these then your're set. This book teaches you all you need to create the games of your dreams (provided they're 2D). It'll teach you enough of eVC++ to create a game, carry you through creating your very own game engine and teach you how to harness the Microsoft GAPI control. You do use the GDI as the other guy mentioned, but the author has written the book with the intention of teaching how to write blazingly fast 2d games, and that is what you'll end up doing. If you want to know more about GAPI once you've read the book, the documentation that comes with it will then make much more sense and there would be no reason why you can't program more functionality into your personal game engine - I did. In no time you'll be creating your own 2d scrolling shooter (or whatever you want!) In fact, I have a back catalog of speccy games that I fancy converting.

Now, if the idea of creating 2d games is dissappointing, don't be! There is such a need for games on the Pocket PC that if you create a good game, people will want it, whether it's 2d, 3d, or whatever. I guarantee it!!!

BUY IT TODAY

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