Guy Davidson, Tom Miles discuss 64-bit programming pitfalls, Unity builds, writing portable code, and persuading a large development team of varying levels of skill to write portable code as well.
Stephen Chin shows how to use lambda in Java to create a video game with JavaFX. Other features covered are: enhanced collections, functional interfaces, simplified event handlers, and the stream API.
Allard Buijze introduces CQRS and related concepts along with case studies showing how it is used in finance, gaming and healthcare to meet the demands of modern web-based applications.
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.
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.
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.
Bodil Stokke demos building a complete video game from nothing in the span of a conference talk using functional reactive programming.
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.
Justin Sheets introduces Corona SDK, a framework for cross-platform mobile development done in Lua. Targeted especially at game development.
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.
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.
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.