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Pocket PC Game Programming with CDROM Paperback – Jan 2003


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Product Details

  • Paperback: 724 pages
  • Publisher: Premier; Pap/Cdr edition (January 2003)
  • Language: English
  • ISBN-10: 0761530576
  • ISBN-13: 978-0761530572
  • Product Dimensions: 23.3 x 18.8 x 4.4 cm
  • Shipping Weight: 1.3 Kg
  • Average Customer Review: 4.2 out of 5 stars  See all reviews (13 customer reviews)
  • Amazon Bestsellers Rank: #1,553,361 in Books (See Top 100 in Books)

Product Description

About the Author

Jonathan S. Harbour helped develop a Sega(r) Genesis video game called "Wayne Gretzky Hockey" using a scripting language and a Motorola 68000 Assembly Language. He also helped the initial design and programming for the PC version of the game "Wayne Gretzky and the NHLPA All-Stars." He has professional-level experience in graphical user interface design and 2D and 3D graphics programming, as well as TCP/IP socket programming and Internet protocols. Jonathan is a capable programmer in Java(tm), Visual C++,(r) Delphi,(tm) Jbuilder,(tm) ActiveX,(tm) COM, ADO, ASP, and SQL applications. In addition to his many other skills, Jonathan is also an expert-level Pocket PC programmer with in-depth knowledge on Microsoft(r) Windows(r) CE and Pocket PC programming tools, Microsoft(r) Visual C++,(r) and Microsoft(r) Visual Basic(r) embedded software.

Inside This Book (Learn More)
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

4.2 out of 5 stars

Most helpful customer reviews

Format: Paperback
This book is a "Must Have" for anyone interested in programming games in EVC. You will learn the basics of ppc game design and programming while building a complete game library. The author teaches C++ as apllied to games, so that you can dig right in and get your hands dirty. And he even makes it fun! Mr. Harbour insists on keeping your code "clean" and "professional"; and he shows you how, with step by step examples that will send you well on your way to producing pocket pc's next big blockbuster hit! This book is a delite for beginners and experts alike. It will teach the beginner all you need to know to produce games in evc using the game api. It will teach the seasoned programmer how to apply thier C++ knowledge to programming in Windows CE 3.0. The accompanying disc is filled with demo games and programs like Paint Shop Pro and Pocket C. It also contains the source code for the games and game libraries you'll learn in the book. If you want to program games in Embedded Visual C++ using the Game API, buy this book. You'll be glad you did.
Randy A. Brown
brown family software
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Format: Paperback
While the book covers a lot of topics, which is nice, this is not a great introduction for embedded CE development. The coverage of debugging is limited. The author relies a lot of using the CE emulator. That is okay, but I wish there was more information on debugging code running on the device. That is fairly easy to do with Windows CE. However, I have run into a few issues that I haven't gotten around yet, in this area this book is of limited use. I get the impression that the author hasn't done that much embedded development, otherwise, more of these issues would have been addressed. Yet to be fair, that isn't the main thrust of this book.
The game library put together is very simple and I don't trust the code very much. For example there are several pages devoted to showing how to use bit shifting to avoid integer multiplication! I don't know about all the RISC processors used in Pocket PC's, but at least the ARM process used in IPAQ Pocket PC has built-in multiply for integers. Anyway, this type of coding is very problematic. First it usually runs slower than what a good code generator produces and secondly it fixes hard values into your code that means you have to often adjust the code before you can use it on a new device in the future. Anyway that kind of code tends to limit my trust the rest of the library. (FYI, that type of coding was popular in the 70's and early 80's.) He talks a lot about how Win CE is like DOS was in the 80's and the code show it.
However, the book is a good overview and simple introduction into Pocket PC programming with a wide range of topic coverage. Just don't expect to be able to make a great deal of use of the source code provided.
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Format: Paperback
While the book covers a lot of topics, which is nice, this is not a great introduction for embedded CE development. The coverage of debugging is limited. The author relies a lot of using the CE emulator. That is okay, but I wish there was more information on debugging code running on the device. That is fairly easy to do with Windows CE. However, I have run into a few issues that I haven't gotten around yet, in this area this book is of limited use. I get the impression that the author hasn't done that much embedded development, otherwise, more of these issues would have been addressed. Yet to be fair, that isn't the main thrust of this book.
The game library put together is very simple and I don't trust the code very much. For example there are several pages devoted to showing how to use bit shifting to avoid integer multiplication! I don't know about all the RISC processors used in Pocket PC's, but at least the ARM process used in IPAQ Pocket PC has built-in multiply for integers. Anyway, this type of coding is very problematic. First it usually runs slower than what a good code generator produces and secondly it fixes hard values into your code that means you have to often adjust the code before you can use it on a new device in the future. Anyway that kind of code tends to limit my trust the rest of the library. (FYI, that type of coding was popular in the 70's and early 80's.) He talks a lot about how Win CE is like DOS was in the 80's and the code show it.
However, the book is a good overview and simple introduction into Pocket PC programming with a wide range of topic coverage. Just don't expect to be able to make a great deal of use of the source code provided.
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By A Customer on Sept. 5 2001
Format: Paperback
So many game programming books today come with absolutely not a single sample game for the reader to play with. The whole point of reading a game book is to learn how to write games, right? Well how is one supposed to learn to write a complete game from scratch if the book doesn't include even a single game?
That is why I loved this book! It includes a ton of sample programs, and I think five or six complete games--that's right, complete games! Even check out that last game in the book, Pocket Air Hockey, which is multiplayer! Amazing! I can't believe that. This book had enough material to make it a good book, maybe with some coverage of more types of games, but instead the author took it to a whole new level and did what most game programming books don't even attempt--creating a complete multiplayer networked game. The game even includes a mini chat screen where two players can send messages back and forth before playing.
As far as I'm concerned, this book is the complete package for writing games for Pocket PCs. So many books cover a subset of game programming, one specific thing here or there, but this book covers everything about Pocket PCs you will need for the next couple years. The only thing I would add--and I'm not complaining--but it would be cool to have covered a Game API bitmap drawing function. Hopefully a GAPI blitter will be available on the author's web site soon.
Anyways, this book is the only book you need to write PPc games, period. Oh and be sure to join the YahooGroups's list which has a lot of cool programmers who will help you out.
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