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Palm OS Game Programming

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ISBN-10: 0585439788

ISBN-13: 9780585439785

Edition: N/A

Authors: Nicholas Pleis

List price: $49.99
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Book details

List price: $49.99
Publisher: Course Technology
Binding: E-Book 
Language: English

Introductionp. XXIX
p. 1
Getting Startedp. 3
So You Want to Be a Game Programmerp. 4
Who Is This Book For?p. 4
How to Choose Your Devicep. 5
The Long Haulp. 6
What You'll Needp. 7
Choosing a Compilerp. 7
Other Softwarep. 8
Understanding Game Developmentp. 9
The Development Cyclep. 9
Go Team! (or Go Solo)p. 16
The Hardwarep. 19
The PDAp. 20
A Brief Historyp. 20
Thinking Like a Userp. 23
The Future of PDAsp. 25
The Palm Philosophyp. 25
"Sophisticated Simplicity"p. 26
Looking to the Futurep. 28
The Desktop Companionp. 28
Palm Inputp. 29
The Touch Screenp. 29
Graffitip. 34
Hard Keysp. 35
Alternative Input Methodsp. 36
Designing Inputp. 37
Simple Is Betterp. 37
Under the Hoodp. 38
Shortcomingsp. 41
Not a Desktop Machinep. 41
Storage and Code Designp. 42
Smaller Is Better, Isn't It?p. 43
Summaryp. 44
Writing Your First Programp. 45
Hello Worldp. 46
Not Really Cp. 46
The Codep. 47
Taking a Closer Lookp. 49
The Palm Event Loopp. 51
Understanding Eventsp. 51
Using the Event Managerp. 52
Compiling Your Programp. 53
GCCp. 53
CodeWarriorp. 56
Debugging Codep. 59
The Palm OS Error APIp. 59
Debugging with POSEp. 61
Summaryp. 67
Examplesp. 67
p. 69
The Bare Essentialsp. 71
Setting Upp. 72
Full Screen or Windowed?p. 72
Working with Resourcesp. 73
Introducing the Bitmapp. 74
The Resource Compilerp. 75
Drawing Your Bitmapp. 86
Creating Windowsp. 86
A Simple Way to Drawp. 89
Double Bufferingp. 90
What Is Double Buffering?p. 91
Creating a Secondary Bufferp. 94
Flippingp. 94
The Canvas Classp. 95
The Basic Designp. 95
Working with a Canvasp. 98
Getting Things Going with the SystemManagerp. 99
Polling the OSp. 99
Using the SystemManagerp. 103
Working with Colorp. 105
Summaryp. 107
Examplesp. 107
Reading and Writing Filesp. 109
A Break from Traditionp. 110
Palm Databasesp. 110
The Data Managerp. 113
Creating a New Databasep. 113
Opening a Databasep. 114
Recordsp. 115
Data Manager Error Codesp. 120
File Streamingp. 122
Opening a Streamp. 123
Reading from a Streamp. 125
Writing to a Streamp. 126
Cleaning Upp. 127
Controlling Streamsp. 127
Error Codesp. 130
Summaryp. 131
Bring on the Spritesp. 133
What Is a Sprite?p. 134
Bringing Your Games to Lifep. 134
A Typical Spritep. 135
Working with Animationp. 138
How Animation Worksp. 138
A Simple Examplep. 139
Timingp. 141
Controlling Animationp. 142
Transparencyp. 145
What Is a Mask?p. 146
Making Sprites Transparentp. 148
Using Transparency Wiselyp. 148
A Palm-Sized Sprite Libraryp. 149
Working with Animationp. 149
Spritesp. 155
Summaryp. 157
Examplesp. 157
Inputp. 159
Input and the OSp. 160
Input Managementp. 160
Breaking the Moldp. 162
EventType Structurep. 163
The Touch Screenp. 164
Using Graffitip. 164
Tracking the Stylusp. 168
The Buttonsp. 170
The Hard Key Dilemmap. 170
Handling Hard Keysp. 171
The Futurep. 172
The Input Classp. 172
Designing a Reusable Input Systemp. 172
Implementationp. 178
Summaryp. 185
Working with Tilesp. 187
Understanding Tilesp. 188
What Is a Tile Exactly?p. 188
Layersp. 190
Collision Detectionp. 191
Implementing a Tile Enginep. 193
Tile Setsp. 193
Map Formatp. 194
Tile Engine Classesp. 195
Efficiencyp. 205
Summaryp. 206
Examplep. 206
Physics: The Science of Your Worldp. 207
Why Is Physics Important?p. 208
A World without Physicsp. 208
What Is Physics?p. 209
Basic Collision Detectionp. 210
Bounding Boxesp. 210
Detecting Collisionsp. 212
Implementing a Collision Schemep. 214
Kinematics Equations: The Mathematics of Motionp. 216
Linear Motionp. 217
Putting Kinematics to Workp. 223
Influencing Motion by Forcep. 224
May the Forcep. 225
Newton's Lawsp. 225
Forces, Practically Speakingp. 228
Responding to Collisionsp. 230
Implementing a Physics Systemp. 231
Designp. 232
Implementationp. 232
Summaryp. 241
Examplep. 242
Bringing It All Together: Building a Reusable Game Enginep. 243
The Frameworkp. 244
What's a Framework?p. 244
The PGL_Presentation Classp. 246
Input and the Frameworkp. 248
PGL-man: A Game Examplep. 248
The User Interfacep. 249
Basic Game Architecturep. 256
The Welcome Screenp. 258
The High Scores Screenp. 259
Gameplayp. 261
The Game Codep. 267
Summaryp. 278
Examplesp. 279
p. 281
Multiplayer Gamesp. 283
Designing for Multiplayerp. 284
Design Early, Design Oftenp. 285
Interactionp. 285
Different Devices, Different Experiencesp. 286
Cheatingp. 286
Multiplayer Option or a True Multiplayer Game?p. 287
Communicating via Socketsp. 287
Communication Methodsp. 288
Net Supportp. 290
Establishing a Connectionp. 291
Sending and Receiving Datap. 298
Closing a Socketp. 300
Internet Game Programmingp. 301
Implementing a Multiplayer Gamep. 302
A Typical Multiplayer Gamep. 304
Summaryp. 307
Artificial Intelligencep. 309
What Is Artificial Intelligence?p. 310
SI Techniquesp. 312
Finite State Machinesp. 312
Environment-Based SIp. 312
Genetic Programmingp. 314
Neural Networksp. 316
Practical SI on the Palm OSp. 316
Path Findingp. 317
Decision Makingp. 322
Environmental SIp. 326
Fuzzy Logic and Machine Reasoningp. 328
A Brief Introduction to Set Theoryp. 329
Limitation of Traditional Setsp. 330
Fuzzy Setsp. 330
Fuzzy Set Theoryp. 333
Summaryp. 334
Examplesp. 335
Advanced Topicsp. 337
Multisegment Applicationsp. 338
General Workaroundsp. 339
Segmenting CodeWarrior Applicationsp. 340
Segmenting a PRC-Tools Applicationp. 342
Localizing Your Applicationp. 345
The String Tablep. 345
The Palm OS International APIp. 346
Client-Side Predictionp. 349
Working with Client-Side Predictionp. 349
Prediction Side-Effectsp. 350
The GCC New Allocatorp. 352
A First Solutionp. 352
A New Problemp. 352
A Bitmap Cachep. 354
A Brief Introduction to Bitmap Cachingp. 354
Implementing a Simple Cachep. 355
Using the PGL_CanvasCacheManagerp. 356
Summaryp. 358
Publishing Your Palm Gamep. 361
Publishing Your Game on Your Own Web Sitep. 363
Using a Well-Known Web Sitep. 365
Using a Publisherp. 366
Summaryp. 367
Soundp. 369
Selected Palm API Referencep. 377
Other Language Optionsp. 391
Resourcesp. 397
What's on the CDp. 401
Indexp. 407
Table of Contents provided by Syndetics. All Rights Reserved.