Mobile Development

Tags Game & Graphics Development, Mobile Development

by David Coombes, posted Oct 29 2013

Our ill-fated hero goes turbo-speed to escape the ever more tenacious Grimmy, slamming unfortunate bystanders in his way and making more unnecessary enemies in the process. Dedalord enhanced the game to take advantage of the power of Tegra 4. Mariano Merchante explains how they did it.

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Tags Game & Graphics Development, Mobile Development, Tools

by Eric Foo, posted Oct 28 2013

In conjunction with the latest NVIDIA® SHIELD™ update, Tegra Android Development Pack 2.0r6 provides same-day support for the powerful SHIELD game development tools, including Tegra Profiler, Nsight Tegra and PerfHUD ES. Tegra Android Development Pack (TADP) is a suite of SDKs, developer tools, drivers and OS images bundled in a single package to help simplify setting up and managing an Android development environment. In addition to support for the latest Tegra SOC in mobile...

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Tags Game & Graphics Development, Mobile Development, Technologies

by Eric Foo, posted Oct 14 2013

Spotlighting how our blazingly fast Tegra 4 technology produces games with amazing visuals, including dynamic shadows, depth of field, and HDR to name a few, the video below shows game developers like Bitsquid, Steel Wool Games and Vivid Games show off their latest games running on Tegra 4.

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Tags Game & Graphics Development, Mobile Development

by David Coombes, posted Oct 09 2013

The Big Android BBQ is the world's preeminent mobile technology conference for Android developers, hackers and enthusiasts. This year, the Big Android BBQ will return to the well-liked Hurst Convention Center in the Dallas Fort Worth area of Texas.  NVIDIA's Lars M. Bishop and Seth Williams will be presenting on "Beyond Phones and Tablets: Developing for Dedicated Android Gaming Systems".  Be sure to check it out.  

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Tags Game & Graphics Development, Mobile Development

by David Coombes, posted Oct 04 2013

This is a great article on why and how to take advantage of the hardware scaler available on Android platforms. This advice also applies to PC game developers where rendering to smaller buffers is common practice for performance reasons. Developers may also consider a hybrid approach where they render the 3d elements of their scene to a reduced resolution back buffer, scale this to the intended display resolution and then render 2D user interface elements such as text at the final display...

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