IN THIS CHAPTER
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, 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 ( ...