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Very good Game Code Tutorial

 
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I recently found a very good game api code tutorial. It could be very helpfull to the people who are still preparing for the beta, since the exam has a lot of code questions on this part.
The original link is here :
http://www.microjava.com/articles/techtalk/midp2_games

I have also created a word version from the html tutorial, it can be downloaded here :
http://magikcm.europe.webmatrixhosting.net/gametut.zip
 
Mehdi Chaouachi
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Thers is also another article about improving performance in games.
I am not sure if it could help for the exam, but here is the link:
http://www.microjava.com/articles/techtalk/optimization?content_id=7097
 
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Thanks a lot!
 
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Originally posted by Mehdi Chaouachi:
I recently found a very good game api code tutorial. It could be very helpfull to the people who are still preparing for the beta, since the exam has a lot of code questions on this part.
The original link is here :
http://www.microjava.com/articles/techtalk/midp2_games


I read this article last year when I was trying to understand the Game API. At the time, I thought it was a wonderful article (and, for the most part, still do). However - and this may be pet peeve of mine - the structure of the program is not very good for the architecture it is on. By this I mean, the author has done an "okay" job of creating an application full of object-oriented principles, but a lot of times those object-oriented principles leads to a bloated application. One of the main things to do when writing mobile applications is to reduce the number of classes/interfaces. If this was a production application with a lot more features involved, it could very well reach the limits of the device. I can't remember the article in detail, but I don't recall the author mentioning this aspect at all.
For instance, I created a Boulderdash clone last year in order to understand much of the Game API and MMAPI. It would probably require 10-20 classes/interfaces if I were to make it completely object-oriented, but instead, it only had two classes and no interfaces.
 
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A GameCanvas, Thread, LayerManager, CommandListener, 2 Sprites, and a TiledLayer...
Which classes do you think should not have been included??? :roll:
 
Stephen Pride
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Originally posted by Marc Peabody:
A GameCanvas, Thread, LayerManager, CommandListener, 2 Sprites, and a TiledLayer...
Which classes do you think should not have been included??? :roll:


Sorry. My original statement should have read:

For instance, I created a Boulderdash clone last year in order to understand much of the Game API and MMAPI. It would probably require 10-20 user-defineed classes/interfaces if I were to make it completely object-oriented, but instead, it only had two user-defined classes and no interfaces.


As far as the demo is concerned, its okay for a small game that it is (a demo). But if this were a large-scale application requiring a lot of objects, a different design would be probably be needed to save resources. IOW, creating a class for each object that the application will use could very well chew-up a lot of resources and present resource waste. The game I created had ~20 objects, yet no classes/interfaces were created for any of the objects (which they could have easily been to make the design a lot more object-oriented). As wireless devices become more-and-more robust, and resource monitoring becomes less of an issue, I feel more applications will not only become more robust, but the design will tend to lead towards more of the object-oriented approach.
 
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