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48:21

WebGL & Real-time Web Communication

Posted by Peter Moskovits  on  Aug 10, 2014

In this solutions track talk, sponsored by KAAZING, Peter Moskovits demonstrates how to create immersive and engaging experiences with WebGL and how to control WebGL apps remotely with a smartphone.

41:26

The Tools We’ve Built to Test a Game Engine

Posted by Dmytro Mindra  on  Aug 03, 2014

Dmytro Mindra discusses the tools and practices used for a game engine: Unit Testing and Test automation, Unity Runtime Test Framework, Continuous Integration, Game Test Framework, Performance Tests.

39:48

JavaScript and the Browser as a Platform for Game Development

Posted by David Galeano  on  Aug 03, 2014

David Galeano discusses what type of games are possible in the browser today, and what language features and APIs are needed to create the next generation of games.

46:59

What Every Hipster Should Know About Functional Reactive Programming

Posted by Bodil Stokke  on  Jul 20, 2014 5

Bodil Stokke demos building a complete video game from nothing in the span of a conference talk using functional reactive programming.

40:01

The Hype, Myth, and Promise of Gamification

Posted by Wesley Reisz  on  Jun 14, 2014

Wesley Reisz explores the hype and reality around gamification and dives into code to see if he can realize some of the promises of gamification.

01:04:20

Introduction to Corona

Posted by Justin Sheets  on  Jun 06, 2014

Justin Sheets introduces Corona SDK, a framework for cross-platform mobile development done in Lua. Targeted especially at game development.

47:14

Everything I Learned About Scaling Online Games I Learned at Google and eBay: Scalability at KIXEYE

Posted by Randy Shoup  on  Jan 30, 2014

Randy Shoup shares war stories from eBay and Google about performance, consistency, iterative development, and autoscaling, connecting them with experiences building KIXEYE's gaming platform.

27:46

Learnfun and Playfun: A Nintendo Automation System

Posted by Tom Murphy VII  on  Jan 23, 2014 2

Tom Murphy explores the automation of Nintendo Entertainment System game playing, using the mathematically elegant and amusingly simple techniques of lexicographic ordering and time travel.

45:06

Functional Reactive Programming in Elm

Posted by Evan Czaplicki  on  Nov 05, 2013

Evan Czaplicki explains the key concepts of Functional Reactive Programming, showing how FRP can avoid the callback hell. He shows how to use FRP for games, demoing a Mario game.

39:19

History of MonoGame

Posted by Dominique Louis  on  Oct 18, 2013

Dominique Louis covers the history of MonoGame from its roots in XNA and how the team ported it to 8 platforms. He demoes taking a simple 3D XNA sample from Windows to Android and Windows Phone 8.

53:42

Painful Success - Lessons Learned while Scaling Up

Posted by Jesper Richter-Reichhelm  on  Sep 14, 2013

Jesper Richter-Reichhelm shares lessons learned from failures while scaling Wooga games to millions of daily users.

43:56

How Draw Something Scaled To 50 million New Users, in 50 Days, with Zero Downtime

Posted by Robin Johnson  on  Sep 08, 2013

Robin Johnson discusses using a data management model for games that can be scaled, and the bottlenecks and challenges met by OMGPOP scaling to millions of users.

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