Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > Topic > Programming


View larger image

 
 


QTY:

The BREW Bag of Tricks
Price $5.95
Stock Unlimited
Status In Stock
Weight 0 Pounds, 0 Ounces
SKU GDCM-06-015
Statistics
Description
The BREW Bag of Tricks,
1950

GDC Mobile: Programming, Lecture

Guido Henkel
CEO, G3 Studios
Qualcomm’s BREW has quickly become the dominant mobile platform in today’s wireless landscape. However, BREW is not perfect and through the various incarnations of BREW and the different SDK versions, a series of inconsistencies, problems and errors have surfaced which make developing for the platform challenging and often time-consuming. How do you deal with a platform where full functionality of the core APIs is not guaranteed? How do you create successful games on cell phones that show unpredictable behavior, and may or may not do what they are supposed to? How does a developer face this challenge to ensure that his titles are functional across a variety of phones, despite incomplete feature set implementations, misbehaving hardware and a lack of corrective support. ^/BR^^/BR^ This session takes a look at the problems that BREW developers face and offers concrete solutions on those issues, covering them with code examples, potential work-arounds and additional information. It gives participants a good overview over the current state of BREW, and the challenges it poses to developers hoping to cover as many handsets as possible.

Attendees can take away proven techniques that have been put to use in various games for BREW cell phones which have been published worldwide. These techniques are illustrated by examples using actual code samples. The lecture also suggests how to find and avoid pitfalls in the future that may prevent code from functioning on upcoming BREW handsets.
Related Products...