GameWorks, OpenGL Development

by David Coombes, posted Sep 27 2013

If you didn't have the chance to attend our recent webinar on debugging OpenGL using Nsight Visual Studio or if you want to review the presentation video online you now can.

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Games and Graphics, Tegra Developer Stories

by David Coombes, posted Sep 23 2013

TickTock Games recently ported the PS3 game BurnZombieBurn to Nvidia Shield.  In this article Arden Aspinall explains how they did it.

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GameWorks, GeForce Developer Stories

by David Coombes, posted Sep 09 2013

Winner of 10 E3 awards, HAWKEN is a Free-to-Play online FPS developed by Adhesive. Built using the Unreal Development Kit (UDK), it features giant robots fighting in a ruined city.  The video below shows a HAWKEN demo level that we showed at GDC 2013 and other events. We designed it from the ground up to be completely destructible and support multiplayer. We used APEX Destruction to create buildings with walls that crumble, leaving thousands of GPU rigid bodies strewn about the level. Here...

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by Eric Foo, posted Sep 04 2013

Made available on August 29th, the latest NVIDIA SHIELD Software Update 59 adds support for Tegra developer tools, CPU sampling profiler (Tegra Profiler) and GPU analysis (PerfHUD ES), solidifying SHIELD’s position as the premiere platform for Android gaming and graphics development. Future OTA updates to SHIELD will continue to improve support for these tools. Download and install the latest NVIDIA SHIELD software update by going to Settings -> About SHIELD -> System updates on...

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ANR, native_app_glue, TADP

by Andrew Edelsten, posted Jun 07 2013

Recently, as we have been testing applications and games for NVIDIA SHIELD, we have found that a seemingly minor issue in Google’s native_app_glue source code (and thus in NVIDIA’s TADP samples based on this code) is actually a serious issue on next-gen Android platforms.

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