the end your approach need only match your requirements and you can
be as complex or simplistic as you need.
We have covered a fair amount of ground in this chapter. We started with
what a game actually is and ended with Bluetooth multiplay functionality.
In the process, we learned a lot about mobile game development in
general as well as some of the more common pitfalls you can avoid.
The rich set of features that the MIDP 2.0 Game API provides developers
were discussed and the demo game GhostPong showed what even an
exhausted author managed to do in only an hour with this ground-
breaking mobile game framework.
Section 8.4 went quite a bit deeper and looked at how you can leverage
the rich set of JSRs that Symbian OS provides the Java ME developer.
We discussed the planning and design of a sample game, FindingHiggs ,
and showed how we can be a little inventive and push the boundaries
with Symbian OS because it does not place hard constraints on Java ME,
unlike many other mobile operating systems.
We reviewed the basics of how to use the multimedia, scalable 2D
vector graphics, 3D graphics and Bluetooth libraries to build an advanced
mobile game and we looked at some of the open-source tools available
to help you build compelling game content.
We did not touch on the topic of Nokia's Scalable Network Appli-
cations Platform (SNAP) initiative. This is a framework for multiplayer
games using Java ME and should be considered a key indicator of current
market trends. For more information on SNAP, see Appendix B.
We hope you're as excited about Java ME games as we are and that,
from this point on, the only thing you'll be thinking about is how many
games you can write, sell and play. Remember - with Symbian OS, you're
only limited by your imagination so good luck!