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Google I/O 2009 - Writing Real-Time Games for Android

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Uploaded by on Jun 2, 2009

Google I/O 2009 - Writing Real-Time Games for Android

Chris Pruett

Do vertex arrays keep you up at night? Do you have nightmares involving framerates and event loops? If so, this session might have the cure for your condition. Chris Pruett will discuss the game engine that he developed, using it as a case study to explain the common pitfalls and best practices for building graphics-intensive applications. You'll learn how to properly pipeline game and rendering code, manage drawing surfaces, and incorporate 2D and 3D graphics cleanly.

For presentation slides and all I/O sessions, please go to: code.google.com/events/io/sessions.html

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Top Comments

  • Wow. This guy is my hero. He's wearing a dork sweater, has pale skin and greasy hair. You know this guy is legit.

  • this guy talks EXACTLY like Tony Stark... Robert Downey Jr.'s illegitimate son much?

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All Comments (166)

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  • So all of these oop principles gonna slow you down... great

  • wtf happened to the sound? yesterday it was fine =/

  • nice sound ;)

  • jkvjku,b, what are you saying, i know it is something awsome, i just don't understand it

  • watched this awesome talk at least ten times in the last couple of months. game programming is pain!

  • Check out one of my first 3D application I wrote on my channel or use this: /watch?v=DLplItqq9YA

    Tell me what you think. Thanks :)

  • Who wants to be a gay for host?

  • 00:00:46 you know that you audience consists of a bunch of nerds if they laugh about THAT joke (if it was even meant to be a joke).

    wait a second, I probably would too...

  • Respond to this video...  * Touch events come in floods - try sleeping for 16ms in the onTouch callback to slow that down

    * Take time to polish your game - appeal to picky users with higher quality stuff.

  • @ncr100 * Use TraceView - the android sdk's profiling tool.

    * Use SpriteMethodTest sample app to try out the canvas verus opengl speed. opengl draw_texture 2d can be 3x faster than using canvas. most devices today support opengl 1.1+. VBO can be useful too since you can use UV's to build your scene and use fewer draw jni calls. ATITC texture compression can help improve performance on devices that support it.

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