Chapter 24. Micro Racer: Putting It All Together


In this chapter, we'll take all the pieces of half-baked gameness from other chapters and blend them together to achieve a full-fledged, professional version of Micro Racer. But first, let's recap.

The Bad News

The bad news, plainly put, is that programming advanced games for handheld devices is a total pain. Compared to a desktop system, the screens are miniscule, the user interface is barbaric, the memory is limited, network connectivity is slow and choppy, and the processor is laughable.

Programming in a language like Java only adds a layer onto this hard-to-digest cake. Sun's Kilobyte virtual machine ( ...

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