4,580 Posts served
11,094 Conversations started
- Academic

- Android

- Art, Music, & Animation

- Embedded Computing

- Events

- Game Development

- Graphics & Media

- Intel SW Partner Program

- Intel® AppUp Developer Program

- Manageability & Security

- Mobility

- Open Source

- Parallel Programming

- Performance and Optimization

- Power Efficiency

- Server

- Site News & Announcements

- Software Tools

- Ultrabook

- Association for Computing Machinery TechNews (ACM)
- Go Parallel! (Dr. Dobbs)
- HPCwire (Tabor Communications, Inc.)
- insideHPC (John West)
- Joe Duffy's Weblog (Microsoft)
- Microsoft Parallel Programming Development Center (Microsoft Germany)
- MultiCoreInfo.com
- scalability.org (Scalable Informatics)
- Software Dev Blog (Intel Germany)
- Soft Talk Blog (Intel United Kingdom)
- The Moth (Microsoft)
Android Everywhere - GDC 2012 Presentation
By Orion Granatir (Intel) (11 posts) on February 24, 2012 at 10:06 am
At GDC 2012, I will be presenting with Ian Ni-Lewis (from Google) on best practices for writing cross-platform native Android games. This presentation will discuss some lesson we have learned creating native Android apps that run on the widest range of hardware possible.
Since I work at Intel, I'll obviously be discussing some experiences porting ARM apps to x86 :)
Session Description
By GDC 2012, there will be 3 major ABIs (armeabi, armeabi-v7a, and x86), several GPU architectures (PVR, Mali, Tegra), and a wide range of Android OS versions. Without careful planning and some tricks, validating your game on a variety of hardware and software configurations will be time consuming and costly.
This session presents best practices for implementing truly cross-platform Android applications and how to properly enable low-level hardware optimizations. This goes beyond high level issues such as appropriate screen sizing and handling different form factors. Attendees will learn:
- How to package multiple platform specific .so files in a .APK file (“fat binaries”)
- Understand the memory alignment differences between ARM and x86, and how to exploit them
- How to use processor specific SIMD intrinsics (NEON and SSE)
- How to properly use OpenGL extensions
- Understand the best compiler flags for different ABIs, and
- How to abstract out hardware and when does it makes sense to do so
At the end of this session, attendees will know how to create highly optimized native applications on Android that follow best practices for cross-platform development. The audience should already understand Android development, including use of the NDK.
Please come join me at GDC 2012! See you there.
Categories: Android, Events, Game Development
Tags: 3d games, Android, Android on Atom, GDC 2012
For more complete information about compiler optimizations, see our Optimization Notice.
Comments (1)
Trackbacks (3)
- Android Everywhere – GDC 2012 Presentation - End Of Internet » End Of Internet
February 25, 2012 12:52 AM PST - Android Everywhere - GDC 2012 Presentation | Game, Intel | Syngu
February 27, 2012 9:45 PM PST - Google and IBM Continue To Grow Google’s Patent Lineup, Brings 217 New Patent Filings To The Table | Androidmarket
March 15, 2012 9:02 AM PDT


Nestor Gomez
30