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Felipe Andrade
Read more about Felipe on the Champions website.
Ovi Store Publisher Reporting
July 08, 2009
9 a.m. New York, 2 p.m. London, 4 p.m. Helsinki
Ovi Store Publisher Reporting
July 08, 2009
11 a.m. San Francisco, 2 p.m. New York
Nokia World 09
September 02, 2009
Stuttgart, Germany
Adobe MAX 2009
October 04, 2009
Los Angeles
International CTIA WIRELESS I.T. & Entertainment 2009
October 06, 2009
San Diego, California

S60 5th Edition: Solitaire Game Example
This C++ example application demonstrates a fully touch-optimised application using various touch UI features of S60 5th Edition with direct manipulation. Besides tapping the cards, the user can drag and drop them using a finger or the stylus. The application demonstrates handling pointer events of custom made UI controls. Also, tactile feedback using the Touch Feedback API is received. Double buffering is used to draw on the screen to avoid flickering. By default, the cards are implemented as Scalable Vector Graphics (SVG) icons, but the example also provides an option to draw them using methods of the graphics context class CWindowGc. In the updated version, major drawing optimisation has been done. The example application was developed for S60 5th Edition and touch UI. Important classes: CCoeControl, MTouchFeedback, CFbsBitmap, CWindowGc.

Open C++: Memory Game Example
This Open C++ example application demonstrates a simple memory game. The game engine part was written in Open C++ and the UI part was written in Symbian C++. The application supports S60 3rd Edition and S60 5th Edition devices. Keypad and touch UI are supported depending on the device. In the updated version, the UIDs of the help files and the package file have been changed for improved compatibility. Important classes: RTimer, CMdaAudioPlayerUtility, CAknQueryDialog, CAknMessageQueryDialog, CAknRadioButtonSettingPage,
CEikTextListBox, CFbsBitmap, CAknIndicatorContainer, MTouchFeedback.

S60 Platform: Sudoku Game Example
This C++ example demonstrates how to implement a simple custom UI game that handles different layouts and multiple screen resolutions, and supports several input
methods (keyboard and touch UI). Classes: CCoeControl, CFont, AknUtils, CFbsBitmap, CFbsBitGc, CFbsBitmapDevice

S60 Platform: 3D Game Engine Example with Sensor Support
This C++ example application demonstrates a simple 3D engine. The engine produces a simple car game where you can drive a car around a wide parking lot. Everything seen on the screen is rendered in 3D. The example utilizes OpenGL ES and the application dynamically scales on all screen sizes of S60 devices.
Best Practices for HW-Accelerated Graphics Optimization
Learn how to use the OpenGL ES API to render 3D graphics in an efficient way in hardware-accelerated Nokia devices based on S60 3rd Edition and 3rd Edition, Feature Pack 1 (for example, Nokia N93, Nokia N93i, Nokia N95, and Nokia E90). Graphics hardware in the accelerated devices is many times faster than a SW-based implementation. However, certain simple principles in the OpenGL ES API usage need to be followed to get the best performance. The document provides some dos and don’ts to optimize the performance of the application. In addition, a texture conversion tool and a demo application are provided in the package.

S60 Platform: 2D Game Engine Example
This C++ code example demonstrates an application with custom 2D graphics. The application is designed to support various S60 devices with different amounts of colors and various screen resolutions and orientations. The application implements a simple 2D game with some basic game features (audio on/off, on-screen menu). The code example is based on an earlier published Symbian OS: 2D Game Engine Example, which supports, for example, S60 2nd Edition and Series 80 2nd Edition. Main classes: CFbsBitmap, RBackedupWindow.

Symbian OS: 3D Game Engine Example v1.2
This C++ code example demonstrates a simple 3D engine. The engine produces a simple game where you can drive a car around a wide parking lot. Everything seen on the screen is rendered in 3D. The example utilizes OpenGL ES (supported from S60 2nd Edition, Feature Pack 2 onwards) and an own rendering implementation for platforms not supporting OpenGL ES. This example supports S60 2nd Edition and Series 80 2nd Edition devices. A separate example is available for S60 3rd Edition at www.forum.nokia.com. Main classes: OpenGL ES (API), CIdle, Math, CImageDecoder, CAknKeySoundSystem.

S60 Platform: Isometric Adventure Game Example
This C++ code example demonstrates isometric content creation and usage of standard C/C++ libraries. The example also shows how to structure memory usage and how game state and resources can be freed / restored during run time. The key audience is considered to be C++ game developers who have developed games for desktop computers and also want to expand to S60 devices. The generic game architecture design considerations for mobile platforms are applicable to all game developers, or those interested in becoming (mobile) game developers. The package includes a game design document. General isometric game development issues are described in the Designing Isometric Adventure Games document that is available at www.forum.nokia.com.

S60 Platform: Programming Games In C++ v2.0
This updated document describes how to program C++ games for the S60 platform and gives an overview of a typical game structure in the S60 platform. The document introduces the S60 and Symbian OS APIs that are useful for game development (such as timers, keyboard handling, graphics, sounds, and networking) and describes how they are used.

Games Over Bluetooth: Recommendations To Game Developers v1.0
This document provides recommendations for the use of Bluetooth in the development of multiplayer mobile games.