Wireless Game Development in C/C++ with BREW (Wordware Game Developer's Library)
Ralph Barbagallo, Wordware Publishing, Inc. ISBN:1556229054, Edition: 550, 2003-04-25 Price: $49.95
- Table of Contents
- BackCover
- Wireless Game Development in C/C++ with BREW
- Foreword
- Introduction
- What Is BREW and How Does It Fit into All of This?
- Who Does This Guy Think He Is Anyway?
- Who Is This Book For?
- How Do I Use This Book?
- Why C?
- Coding Conventions
- Companion Files
- How Do I Use the Companion Files?
- Conclusion
- Chapter 1: A Crash Course in Wireless Gaming
- Mobile Phone Gaming: Past, Present, and Future
- The Business Model
- Conclusion
- Chapter 2: Introducing BREW
- The Big Picture
- A Note About Versions
- The Hardware
- The SDK
- The Distribution Model
- Conclusion
- Chapter 3: BREW Gaming Examples
- Action Games
- Puzzle/Board Games
- Strategy Games
- Sports Games
- Adventure/RPG Games
- Casino Games
- Software Toys
- Card Games
- Multiplayer Games
- Conclusion
- Chapter 4: Getting Started
- The Tools of the Trade
- Becoming a Registered Developer
- What Is in the SDK?
- Using the Emulator
- The Device Configurator
- Conclusion
- Chapter 5: Your First BREW Application
- The Ingredients of a BREW Applet
- Creating the Ingredients
- Creating the Project
- Programming the Applet
- Running Your Applet
- Conclusion
- Chapter 6: The Anatomy of BREW
- The BREW Interfaces
- Conclusion
- Chapter 7: Using Resources
- Resource Types
- Creating a Resource File
- Generating the Resource File
- Conclusion
- Chapter 8: Bitmap Graphics
- Bitmaps
- Displaying Bitmaps the Easy Way
- A Simple Animation Example
- Displaying Bitmaps the Hard Way
- Two Image Examples
- Conclusion
- Chapter 9: Text and Geometric Graphics
- Drawing Text
- What Are Geometric Primitives?
- Conclusion
- Chapter 10: GUI
- Creating an Object Instance
- Using Static Text
- Using Menus
- Using Text Controls
- Using Time Controls
- Using Date Controls
- Using Dialogs
- A Simple Example
- Conclusion
- Chapter 11: Persistent Storage
- Basic File I/O
- Databases
- Applet Preferences
- Conclusion
- Chapter 12: Sound and Music
- The Beep
- Tones and Tone Lists
- Advanced Sound Capabilities
- Making Sounds Interactive
- Simple Examples
- Conclusion
- Chapter 13: Miscellaneous Topics
- Strings and String Manipulation
- Memory Management
- Timers
- Telling Time
- Random Numbers
- Conclusion
- Chapter 14: Putting It All Together
- The Mobile Game Development Process
- Attack of the Flarb
- Conclusion
- Chapter 15: BREW Extensions
- What Is an Extension?
- Creating the Extension
- Using the Extension
- The Final Product
- Conclusion
- Chapter 16: Tile Graphics
- What Are Tile Graphics?
- Larger Worlds
- Modifying Worlds
- Creating Tile Maps
- A Simple Example
- Conclusion
- Chapter 17: Wireless Networking
- The Wireless Network
- So Who Cares?
- Internet Game Programming
- Sockets
- BREW's Networking and Socket Interface
- A Simple Example
- Making a Real Multiplayer Game
- Conclusion
- Chapter 18: Running on Hardware
- Inside BREW Hardware
- Getting a Handset
- Getting the Newest Installation of BREW
- Compiling Native Code
- Digital Signatures
- Creating Real BID Files
- Uploading to the Device
- Hardware Debugging
- Conclusion
- Chapter 19: Optimization
- Timing Your Code
- Basic Optimization Techniques
- Graphics Optimizations
- Conclusion
- Chapter 20: Certification and Publishing
- True BREW Certification
- Carrier Distribution
- Paid in Full
- The Developer-Publisher Model
- Conclusion
- Appendix A: BREW and Java
- Introducing Java
- Java for BREW?
- Conclusion
- Appendix B: SMS
- What Is an SMS Message?
- SMS Gaming
- How to Receive an SMS Message
- Beyond SMS: EMS and MMS
- Conclusion
- Appendix C: BREW 1.1
- The New 1.1 Interfaces
- API Additions
- Tool Enhancements
- New Tools
- To Use or Not to Use?
- Conclusion
- Appendix D: BREW 2.0
- The New 2.0 Interfaces
- Graphics Enhancements
- Tool Enhancements
- When Can I Use It?
- The Future of BREW
- Conclusion
- Appendix E: Using C++
- Is It C, or Is It C++?
- Hello, Again
- C++ Makefiles
- Conclusion
- Appendix F: Fixed-point Math
- Fixed-point Math
- Conclusion
- Appendix G: The BMP File Format
- Why Bother?
- The Anatomy of a BMP
- Changing Pixels
- Conclusion
- Index
- Index_A
- Index_B
- Index_C
- Index_D
- Index_E
- Index_F
- Index_G
- Index_H
- Index_I
- Index_J
- Index_K
- Index_L
- Index_M
- Index_N
- Index_P
- Index_Q
- Index_R
- Index_S
- Index_T
- Index_U
- Index_V
- Index_W
- List of Figures
- List of Tables
- List of Code Listings
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