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Hear how Google Maps and Google Places connect millions of people to the places around them, and how your applications can do so too.
Sure App Engine is a great platform for building online games, but have you considered that it’s also a great platform for building game development tools? As social gaming platforms become more capable, developers are faced with increasingly complex art and design data. This session will discuss using App Engine, GWT, and WebGL to build tools that support game development and asset management.
Come participate in our game show-styled talk and learn the entertaining history of Google Pac-Man and other Google doodles through visual examples and code samples. Play along as we demonstrate the marriage of art and web technologies, talk about HTML5 techniques, discuss the user experience details, confess to bugs, and defend our design decisions.
by Chris Pruett
There are a lot of Android phones out there, but by abiding to a few key rules it is possible to develop a single binary that runs on all of them. This session will explain how to approach device diversity and build aggressively compatible Android games.
by Alex Russell
This session talks about best practices for using the License Verification Library and In-App Purchases on Android Market. It also explains how to integrate a server-side component for license validation and content delivery, describing the reference implementation that we built using App Engine.
Want to make great Android games, but you're not a Java programmer? This talk is for you. Android supports a toolchain for building applications in C/C++. In December 2010 it got a makeover specifically aimed at making life better for game developers. This presentation gives an introduction to Android programming in C/C++, covers what's new and improved since last year, and shows best practices for building and debugging games with the NDK.
by Nico Weber
Google originally built Google Body, a 3D application that renders the human body in incredible detail, for WebGL-capable browsers running on high-end bPCs. To bring the app to Android at a high resolution and frame rate, Nico Weber and Won Chun had a close encounter with Android's graphics stack. In this session Nico will present their findings as best practices for high-end 3D graphics using OpenGL ES 2.0 on Android. The covered topics range from getting accelerated pixels on the screen to fast resource loading, performance guidelines, texture compression, mipmapping, recommended vertex attribute formats, and shader handling. The talk also touches on related topics such as SDK vs NDK, picking, and resource loading.
10th–11th May 2011