There is a fundamental problem when creating new hardware: you need software using it before anyone is willing to buy it. The problem with getting software written for new hardware, is that no one wants to put in the time to build applications using hardware that no one has bought yet. This chicken and egg problem has killed lots of cool hardware, from anyone who hasn't had the skills to develop their own killer apps, or the clout to convince the world that every one will buy their hardware. My first week of work on the challenge has been dedicated to trying to solve this problem.
Good morning and thanks for popping in to our cozy little corner of the blogosphere, it's week two of the Ultimate Coder: Going Perceptual Challenge and I'm here to give you the low-down on what we've been up to!
I've just made a warm pot of tea and have managed to find a single perfectly formed biscuit in the tin (Rob's brutish foraging has left most of them in pieces, what a crime!) but I've got what I need to get comfortable and reveal all…
Формат масштабируемой векторной графики (Scalable Vector Graphics, SVG) — это семейство спецификаций на базе XML, предназначенных для хранения двумерной статической и динамической (интерактивной или анимированной) векторной графики, а также текста или встроенных растровых изображений. Спецификация SVG является полностью открытым межплатформенным стандартом и разрабатывается консорциумом W3C с 1999 г.
Стандартным API для трехмерной графики в Android является OpenGL ES - наиболее широко используемый в настоящее время API для ускорения трехмерной графики на всех мобильных устройствах. В ранних версиях Android ускорение OpenGL ES было необязательным, но по мере развития Android и увеличения размера экрана API OpenGL ES стал важным компонентом графической подсистемы Android.
Your PC is an amazing peace of kit, it’s amazing because no other computing platform is as versatile and no other platform is so open for innovation. You can buy hardware for it from thousands of vendors, you can hook it up to just about any display or input device and you can make it do just about anything. While maybe no longer being the latest buzzword, the combination of screen, mouse and keyboard, is still the best way to be productive, get a headshot or to create the next software wonder. Whatever cool mobile app or console game you think is the hot stuff, it was conceived on a PC.
Some people like to get a head start on their 2013 predictions and get a jump on the rest of us. (Ok.. I'll admit... I'm a ~month late!) So here's my gift to you. I'll go wayyy out on a limb & do some 2014 predictions.
This article, the continuation of a two-part series, discusses the barriers that exist to porting OpenGL games to the Google Android platform. You should recognize these barriers before undertaking a game porting project, including differences in OpenGL extensions, floating-point support, texture compression formats, and the OpenGL Utility Library (GLU). Setting up your Android development system for Intel® Atom™ processors and getting the best possible performance from the Android virtual device emulation tools with OpenGL ES are also covered.