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Offline kevglass

« JGO Spiffy Duke »

Medals: 319
Projects: 25
Exp: 22 years

Coder, Trainee Pixel Artist, Game Reviewer

« Posted 2003-07-02 05:26:32 »

I've been producing stuff with Java3D and Java2D and I thought I might come and have a play with J2ME. I was just wondering where to start?

1) Restrictions in J2ME? (No floats, No java.awt.image.*, any others?)

2) Different Platforms Specs, what res do these things run at?

3) Example code/Tutorials, are there any? Google seems to come up a bit blank.

4) Raycasting/Fast Graphics update, is this possible?

Cheers for any help,


Offline mik

Senior Newbie

Java games rock everywhere!

« Reply #1 - Posted 2003-07-02 08:33:07 »

1) A lots, ...

2) A lots, take a look at (( for a not so updated devices list)

3) goto 2) for some good examples for gaming (a good starting point)

4) Fast graphics ... hum ... No direct pixels access on MIDP1.0, possible with MIDP2.0 Nokia UI, Siemens SDK, and , VSCL, Moto Game API. since MIDP2.0 is not widespreaded making J2ME applis is a bit complex.

I working on a SDK to simplify this process:


Offline daybyter

Senior Newbie

Java games rock!

« Reply #2 - Posted 2003-07-02 11:16:24 »

3) Check

4) There's a recent thread on raycasting in this forum?
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Offline davidaprice

Junior Devvie

« Reply #3 - Posted 2003-07-03 07:56:13 »

1) What you said, plus e.g. no reflection so no serialization or RMI.

2) Nokia's devices for example are pretty much all 12-bit colour nowadays (4 bits each for R,G,B), and come in three main resolutions: 96x65 (e.g. Nokia 3510i: low-end but high volume), 128x128 (e.g. Nokia 7210, 5100, 6100, 3300, ....) and 176x208 (e.g. Nokia 3650: the 'Series-60' camera phones).

3) I can recommend the tutorials and examples at (but then I would, I wrote several of them Wink)

4) Basically don't bother trying 'real' 3-D yet, unless you go the Symbian C++ route with those Series-60 devices. With MIDP Java think more along the lines of e.g. Game Boy Color capabilities, with an additional restriction that everything (compiled code, sounds, images, ...) has to fit into a typically max 64KB JAR file, but the additional advantage of networking capabilities.  Longer-term, the JSR-184 Mobile 3-D API demos at JavaOne looked promising.
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