• Post Reply Bookmark Topic Watch Topic
  • New Topic
programming forums Java Mobile Certification Databases Caching Books Engineering Micro Controllers OS Languages Paradigms IDEs Build Tools Frameworks Application Servers Open Source This Site Careers Other Pie Elite all forums
this forum made possible by our volunteer staff, including ...
Marshals:
  • Tim Cooke
  • Campbell Ritchie
  • Ron McLeod
  • Liutauras Vilda
  • Jeanne Boyarsky
Sheriffs:
  • Junilu Lacar
  • Rob Spoor
  • Paul Clapham
Saloon Keepers:
  • Tim Holloway
  • Tim Moores
  • Jesse Silverman
  • Stephan van Hulst
  • Carey Brown
Bartenders:
  • Al Hobbs
  • Piet Souris
  • Frits Walraven

Very good Game Code Tutorial

 
Ranch Hand
Posts: 87
  • Mark post as helpful
  • send pies
    Number of slices to send:
    Optional 'thank-you' note:
  • Quote
  • Report post to moderator
I recently found a very good game api code tutorial. It could be very helpfull to the people who are still preparing for the beta, since the exam has a lot of code questions on this part.
The original link is here :
http://www.microjava.com/articles/techtalk/midp2_games

I have also created a word version from the html tutorial, it can be downloaded here :
http://magikcm.europe.webmatrixhosting.net/gametut.zip
 
Mehdi Chaouachi
Ranch Hand
Posts: 87
  • Mark post as helpful
  • send pies
    Number of slices to send:
    Optional 'thank-you' note:
  • Quote
  • Report post to moderator
Thers is also another article about improving performance in games.
I am not sure if it could help for the exam, but here is the link:
http://www.microjava.com/articles/techtalk/optimization?content_id=7097
 
Ranch Hand
Posts: 54
  • Mark post as helpful
  • send pies
    Number of slices to send:
    Optional 'thank-you' note:
  • Quote
  • Report post to moderator
Thanks a lot!
 
Ranch Hand
Posts: 121
  • Mark post as helpful
  • send pies
    Number of slices to send:
    Optional 'thank-you' note:
  • Quote
  • Report post to moderator

Originally posted by Mehdi Chaouachi:
I recently found a very good game api code tutorial. It could be very helpfull to the people who are still preparing for the beta, since the exam has a lot of code questions on this part.
The original link is here :
http://www.microjava.com/articles/techtalk/midp2_games


I read this article last year when I was trying to understand the Game API. At the time, I thought it was a wonderful article (and, for the most part, still do). However - and this may be pet peeve of mine - the structure of the program is not very good for the architecture it is on. By this I mean, the author has done an "okay" job of creating an application full of object-oriented principles, but a lot of times those object-oriented principles leads to a bloated application. One of the main things to do when writing mobile applications is to reduce the number of classes/interfaces. If this was a production application with a lot more features involved, it could very well reach the limits of the device. I can't remember the article in detail, but I don't recall the author mentioning this aspect at all.
For instance, I created a Boulderdash clone last year in order to understand much of the Game API and MMAPI. It would probably require 10-20 classes/interfaces if I were to make it completely object-oriented, but instead, it only had two classes and no interfaces.
 
pie sneak
Posts: 4727
Mac VI Editor Ruby
  • Mark post as helpful
  • send pies
    Number of slices to send:
    Optional 'thank-you' note:
  • Quote
  • Report post to moderator
A GameCanvas, Thread, LayerManager, CommandListener, 2 Sprites, and a TiledLayer...
Which classes do you think should not have been included??? :roll:
 
Stephen Pride
Ranch Hand
Posts: 121
  • Mark post as helpful
  • send pies
    Number of slices to send:
    Optional 'thank-you' note:
  • Quote
  • Report post to moderator

Originally posted by Marc Peabody:
A GameCanvas, Thread, LayerManager, CommandListener, 2 Sprites, and a TiledLayer...
Which classes do you think should not have been included??? :roll:


Sorry. My original statement should have read:

For instance, I created a Boulderdash clone last year in order to understand much of the Game API and MMAPI. It would probably require 10-20 user-defineed classes/interfaces if I were to make it completely object-oriented, but instead, it only had two user-defined classes and no interfaces.


As far as the demo is concerned, its okay for a small game that it is (a demo). But if this were a large-scale application requiring a lot of objects, a different design would be probably be needed to save resources. IOW, creating a class for each object that the application will use could very well chew-up a lot of resources and present resource waste. The game I created had ~20 objects, yet no classes/interfaces were created for any of the objects (which they could have easily been to make the design a lot more object-oriented). As wireless devices become more-and-more robust, and resource monitoring becomes less of an issue, I feel more applications will not only become more robust, but the design will tend to lead towards more of the object-oriented approach.
 
You showed up just in time for the waffles! And this tiny ad:
Building a Better World in your Backyard by Paul Wheaton and Shawn Klassen-Koop
https://coderanch.com/wiki/718759/books/Building-World-Backyard-Paul-Wheaton
reply
    Bookmark Topic Watch Topic
  • New Topic