Presentation: Tweet"Angry Birds @ HTML5"
We don't usually think of the web as a platform for modern games, but that's changing rapidly. In this session I'll discuss the process and tools used to port Rovio's "Angry Birds" to the web via HTML5, along with lessons learned -- about arithmetic performance, rendering bugs, hiding network lag, frame-rate smoothness, garbage collection pauses, and all the other things that can go wrong when porting a game to the web.
I'll also introduce you to the cross-platform game library we created in the process, which we've called "PlayN" (and was introduced at Google I/O in the talk "Kick-Ass Game Programming with the Google Web Toolkit" [http://www.google.com/events/io/2011/sessions/kick-ass-game-programming-with-google-web-toolkit.html]). You'll learn how to use this library to create games that run on modern browsers, as well as on Flash and as native Android applications.
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