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		<title>Google I/O 2009 &#8211; Writing Real-Time Games for Android</title>
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				<category><![CDATA[real time mlm leads]]></category>
		<category><![CDATA[Android]]></category>
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		<category><![CDATA[Google I/O]]></category>
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		<description><![CDATA[Google I/O 2009 &#8211; Writing Real-Time Games for Android
Chris Pruett
Do vertex arrays keep you up at night? Do you have nightmares involving framerates and event loops? If so, this session might have the cure for your condition. Chris Pruett will discuss the game engine that he developed, using it as a case study to explain [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://i.ytimg.com/vi/U4Bk5rmIpic/2.jpg" align="left">Google I/O 2009 &#8211; Writing Real-Time Games for Android</p>
<p>Chris Pruett</p>
<p>Do vertex arrays keep you up at night? Do you have nightmares involving framerates and event loops? If so, this session might have the cure for your condition. Chris Pruett will discuss the game engine that he developed, using it as a case study to explain the common pitfalls and best practices for building graphics-intensive applications. You&#8217;ll learn how to properly pipeline game and rendering code, manage drawing surfaces, and incorporate 2D and 3D graphics cleanly.</p>
<p>For presentation slides and all I/O sessions, please go to: code.google.com/events/io/sessions.html</p>
<p>Duration : <b>1:1:13</b></p>
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