Sessions at Google I/O 2011 about Android in Room 8

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Wednesday 11th May 2011

  • Building Aggressively Compatible Android Games

    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.

    At 10:45am to 11:45am, Wednesday 11th May

    In Room 8, Moscone West

    Coverage video

  • Evading Pirates and Stopping Vampires using License Verification Library, In-App Billing, and App Engine

    by Trevor Johns and Dan Galpin

    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.

    At 1:45pm to 2:45pm, Wednesday 11th May

    In Room 8, Moscone West

    Coverage video

  • Bringing C and C++ Games to Android

    by Ian Ni-Lewis and Dan Galpin

    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.

    At 3:00pm to 4:00pm, Wednesday 11th May

    In Room 8, Moscone West

    Coverage video

  • 3D Graphics on Android: Lessons learned from Google Body

    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.

    At 4:15pm to 5:15pm, Wednesday 11th May

    In Room 8, Moscone West

    Coverage video