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by Ben Vanik and Ken Russell
WebGL support in browsers opens the door to immersive 3D content, especially games, which is delivered with no end user installation, runs on multiple platforms and requires no porting effort.
Debugging and tuning WebGL applications for highest performance can be challenging, in particular due to the low-level nature of the WebGL and OpenGL APIs. This session will introduce the WebGL Inspector and explore several complex real-world applications to show how they achieved their results and how the tool can be used to learn more about an application through a way most never see.
Techniques that will be covered include batching of geometry, using texture atlases, pipelining data, reducing the amount of data transferred to the GPU, offloading computation to the GPU, and using web workers to parallelize applications. Workarounds and gotchas will be described for the differences between WebGL and other common implementations (such as OpenGL ES on iOS) and limitations imposed for security reasons.
Just this past summer, Bocoup and Gradient Studios worked with Subatomic Studios to port their smash-hit iOS tower defense game Fieldrunners to HTML5. This post mortem will cover porting OpenGL ES to WebGL, using the Web Audio API for game audio, integrating microtransactions and DLC, and a detailed look at graphics performance.
by Sam Abadir
This short-form talk will discuss how to use hardware accelerated DirectCanvas to take games from 2 frames per second to 30. This will show you how to use DirectCanvas while running on mobile and deploy the same code to desktop browsers using the standard HTML5 Canvas.
by Rachel Blum
There are lots of cool things in HTML5. Even better, there are lots of cool things being _added_ to HTML5 and Chrome all the time, quite a few with a focus on games. This talk is going to showcase some very recent and still-in-progress features, including a long look at the Web Audio API.
United States United States, San Francisco
1st–2nd November 2011