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Other titles in the Wordware Game Developer's Library series:
Wireless Game Development in C/C++ With Brewby Ralph Barbagallo
Synopses & Reviews
Designed for game programmers interested in developing mobile phone applications, Wireless Game Development in C/C]+ with BREWa uses QUALCOMMA(R)a (TM)s BREW development environment to illustrate a variety of techniques in the field of wireless phone games. From the basics of the BREW SDKa and bitmap graphics to wireless networking and applet distribution, this book takes you through the fundamentals of the API, including graphics, sound, and input, and brings it all together with a complete example of a working game. Capitalize on the popularity of programmable mobile phones by developing your own game. Explore how to use the BREW SDKa to apply existing game development techniques to mobile gaming. Discover how to incorporate text, menus, and dialogs into a graphical user interface. Understand the process for having your application receive the TRUE BREWa designation. Learn various techniques for optimizing your code.
Targeted for intermediate programmers with experience in C/C++ and the basics of game programming, this book illustrates a variety of development techniques.
Designed for game programmers interested in developing mobile phone applications, this book uses QUALCOMM's BREW development environment to illustrate a variety of techniques in the field of wireless phone games.
Wireless Game Development in C/C++ with BREW is targeted for intermediate level programmers with experience in C/C++ and the basics of game programming. The book uses Qualcomm's hot new BREW development environment to illustrate a variety of development techniques in the new and cutting-edge field of wireless phone games. Barbagallo goes through the fundamentals of the API, including graphics, sound, input, and general programming tips. This approach is all brought together with complete examples of working games. The book also features information on the burgeoning market of wireless gaming and how the programmer can get a game operating on actual hardware and in the commercial market.
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