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Palm OS Game Programming (Premier Press Game Development Series)
 
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Palm OS Game Programming (Premier Press Game Development Series) (Paperback)

by Cengage (Author)
3.2 out of 5 stars  See all reviews (4 customer reviews)

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Product Description

Book Description

To the average person, a Palm OS PDA is merely a handy calendar and address book. As a game programmer, however, you see its potential as much more than that. You see a device ready to be programmed with an array of exciting games. This book shows you how you can accomplish just that. Beginning with a detailed discusion of how the OS works, you will soon be writing your own programs as you learn about loading and drawing bitmaps, physics, Artificial Intelligence, and many advanced concepts of Palm OS programming. Before beginning, you will need to have a working knowledge of C and C++ as well as some experience using a Palm device, although experience programming a Palm is not required. As you progress though the book, you will develop a game framework that you can use as you create your own games in the future.

Book Info

Provides the details and techniques any programmer needs to produce great content for these machines. Provides solid introduction to commonly used game programming techniques and creates a library of tools that programmers will find extremely useful. Softcover. CD-ROM included.

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4 Reviews
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Average Customer Review
3.2 out of 5 stars (4 customer reviews)
 
 
 
 
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5.0 out of 5 stars Good book, I'll Tell You Why, April 12 2002
By snow (Denton, TX) - See all my reviews
This book does a good job of focusing on Palm OS game development at the Palm API level. It is true that this stuff can be collected anywhere on the Internet, but that would hold true for any other Palm book. If you think about it, the pending switch to the ARM processors makes many of the down and dirty discussions instantly irrelevant (Dragonball assembly will be emulated on the new platform where API functions have the luxury of being bridged to native ARM code). The author seemed to understand this, and thus filled the book with quite a bit of useful material.

I found his treatment of design to be particularly good. While the library that ships with the book is not perfect, it is extremely well designed and it shows. I found the example code to be a little rough (it lacks the polish of a commercially published title), but the libraries the author writes to drive it are very well written. He explains his design choices in detail and walks programmers through the process. In the end you are left with an understanding of the motivation for these libraries... very good indeed.

The chapters on Physics and AI are particular highlights. The author covers basic physics in a way I have not seen in other books. Instead of describing gimmics (like gravity wells) the author chooses to concentrate on kinematics and forces to actually describe the motion of objects in a game. This is a powerful concept, and one that I have already put to use in my Palm endeavors.

The AI chapter is nice, it describes several pathfinding algorithms and takes a stab at basic behavorial structuring. I found the discussion of "Environmental SI" to be very pointed and informative. This is the type of AI concept that seems absolutely ideal for the Palm platform. The chapter also introduces Fuzzy Set Theory and Fuzzy logic... I'm not sure why the author includes this, as it is not a terribly applicable concept for most Palm games... as best I can guess it is just something that the author finds "cool."

Another interesting thing I noticed about the book is that it has only small source code listings in it. I like this approach. Most game programming books consists of thousands and thousands of lines of source code listings which generally result in me flipping through lots and lots of pages to get to the discussion. While this greatly decreases the size of the book, it increases its utility ten fold. A lot of content is packed into this book... and I think it can benefit programmers of all levels.

If you can't tell, I liked this book. My only real complaint has to do with what the author left out. After reading this book you will have a strong foundation in the realm of Palm OS game programming. If you have previous game programming experience you will be good to go.. the book does a wonderful job of bridging the gap between desktop and handheld game programming. It would have been nice if this book had included a discussion on topics like special FX (particle systems, screen wipes, or blends) or other "cool" game programming tricks. These are useful topics, so if you are a novice game developer I reccomend picking up this book and another general game programming book to help develop these specialized game development skills.

Overall, I think this is a great book and I can't wait to see what the author does next:) The lessons you will learn in library design are worth the price of admission, but I can guarantee you will learn so much more.

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1.0 out of 5 stars Nicholas Pleis's Rogh Draft, Mar 18 2002
By A Customer
Premier Press categorized this book as "Intermediate" - it's not! This book is so BASIC (maybe shallow is a better adjective), it lacks any value. Some grave omissions include:

* Color: no discussion of color lookup tables and related portability problems.
* Networking: the Chapter 11 coverage is totally anemic (contains a topical discussion of "peer to peer" versus "client/server" networking) with no discussion of designing games to handle wireless issues.
* Sound: coverage was relegated to an appendix and treated as a total after thought.
* Performance: No discussion of game performance issues and how to profile code on the Palm OS.
* Deployment: no consideration of Palm OS versions/hardware features and their impact on game deployment.

This list could go on and on - but why bother. The book amounts to a "rough draft" that's missing about 200 pages of critical information on Palm game development. For anyone really serious about Palm game programming, read the "Palm OS Companion" book and look at the sample game code that shipped with the Palm SDK (both are free and downloadable from palm's web site).

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2.0 out of 5 stars For novice game programmers only, Mar 16 2002
By A Customer
A good introduction to game programming, an okay intruduction to PalmOS programming. Very elementary information on sprites and sound (actually the sound section was better than the graphics). Was expecting a more serious book on game programming, which would describe how to get beyond the API's - something like the Pocket PC game programming book in the same series (which I wholeheartedly recommend for Pocket PC game developers). This ended up being a nice gathering of information that is freely available on the net (for instance, at the PalmOS developer's site, ...). There are also nicer game engines available on the net for PalmOS as well.
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Most recent customer reviews

5.0 out of 5 stars Good overall coverage of developing games on the Palm
This book is exactly what I was looking for. It has basic coverage of all the different facets of game development - animation, collision detection, double buffering, AI, etc. Read more
Published on Feb 19 2002 by Mike Haney

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