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J2ME Game Programming Review by calvinnme
Good intro to J2ME and programming games using it
This book will show you how to code games using J2ME, with a clear focus on creating games for mobile phones. The chapters in this book are intended to be read sequentially, so if you're already familiar with the content covered in a particular section, you should skim over it rather than skipping it entirely. The author assumes you're already familiar with Java, or at least another object-oriented programming language. You don't need to be an expert, but you do need to know the basics. The book requires an understanding of rudimentary mathematics; however, the toughest level you get to is simple trigonometry, and even then the explanations are fairly detailed. It is also assumed that you're familiar with basic PC operations and can take care of environmental details such as downloading and installing software. Sometimes the language of the book is just a little too cute ala Andre LaMothe, but the information is all there.
Part I is an introduction to J2ME, including its origins and current position in the marketplace. This section also takes a look at a range of typical J2ME devices and mentions the sort of gear for which you'll be developing.
In Part II you'll grab all the tools you need and set up your environment for development. Then there is a review the APIs provided as part of Sun's J2ME SDK, along with the added features available with device-specific libraries. At the end of this part, all these tools are put into action with the creation of a small action game called "RoadRun" that presents the player with the challenge of helping a little wombat across a busy highway. The game is very simple and small, but it does illustrate some key points of J2ME game coding. I thought it was a good beginning example.
Part III covers real project development. There's a discussion of how to refine game ideas into project plans before embarking on the development of a full-scale action game called Star Assault. Then, through nine chapters the book covers all aspects of developing a commercial-quality game, including graphics, physics, environments, front ends, device-specific customization, and finally localization. This is the real meat of the book for people interested in game development, but even here there is nothing particularly difficult going on.
Part IV moves into the world of marketing and publishing games. This section looks at how to create marketing material to promote your game, as well as how and where you can earn revenue. This material is all pretty subjective.
Part V takes J2ME game development further by covering the features available in MIDP 2. The author shows how to create different types of games by developing both an isometric and 3D ray-casting engine. Finally, the book explores networking with MIDP and how it can be utilized to create multiplayer games.
All in all, this is a pretty good introduction to J2ME and to writing games using it. Just don't expect anything advanced in the arena of mathematics or physics, and get used to sitting through the author's "surfer dude" narrative style. Plus, although it is mentioned, there is a lack of sufficient information on MIDP 2.0 due to the date of publication.