Wednesday, November 19, 2008

J2ME particle system

While I was checking out XNA stuff I saw many tutorials and examples of animated particles. WIth XNA it’s rather simple task. I tried to go a little harder way and implement similar solution on J2ME compatible device.

Particles are objects which have their own lifetime and specific motion behavior. After the time is up they just simply disappear. Particle system must handle multiple objects considering that they may own different motion behavior and also different lifetime.

Because mobile devices are rather slow I decided to use a bit more memory and created sprite images for each shading/blending level. All sprites are generated by the midlet. There are no PNG files but for making more fancy particles I’d rather go with PNG images. In this case there was no such need. There’s lot to be optimize yet but I’ve made my particle system in half an hour just for checking if the idea works ;).

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Circuit - simple J2ME game

“Circuit” is very simple game. The idea is based on the minigame from “Ratchet & Clank: ToD” for PS3. The player controls a ball to close a circuit whenever impulse is about to jump from one end of track onto another. The goal is to unlock electronic lock. Each impulse may split or collide with another one ( which makes them both disappear ). In oroginal PS3 minigame a player was supposed to use Six-Axis controller. Mobile game uses the accelerometer to control the ball.

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Realtime J2ME fire effect

One of my very first visual effects I’ve ever programmed was simple fire effect. I wrote it ages ago for my old PC when I was learning how to use Vesa mode under DOS. Now, quite a few years later I thought it could be pretty nice to bring the effect back on mobiles using J2ME and fast on most of MIDP2 devices drawRGB() method.

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Tuesday, November 18, 2008

Wolfenstein Mobile 3D

“Wolfenstein 3D” is well know title created by ID Software. It’s the first title which can be really called First Person Shooter ( although it’s not the first game which uses first person camera view ).

My version is simple attempt of moving the game from PC to mobiles but with one important feature - or rather without - no 3D api in use ( neither JSR184 nor Mascot nor OpenGL/ES ). I just wanted to prove that current generation phone can handle simple raycaster engine. Obviously, there are number of devices which will never support this simple technology due to poor J2ME implementation but also there are many ( especially Sony Ericssons ) which do it really good.

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About me

My name is Adam Bialogonski. My history as a programmer started in early 1990s. I had always been a self-learner with interest for new technologies, eager to gain knowledge and experience. I have been working with many different languages and platforms, however after a success of my J2ME title in 2002, mobile games became my main field in professional work.

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