Google I/O 2011: Kick-Ass Game Programming with Google Web Toolkit
Google for Developers1 HN recommenders · 2011–2018
106K views · talk · dated · Uploaded 2011-05-14
Google I/O 2011 session by Ray Cromwell and Philip Rogers on writing 2D and 3D games with HTML5 and GWT. It covers porting game libraries and physics engines, sharing code with Android, and publishing to the Chrome Web Store, and showcases the ForPlay library.
HN cites it as the original showing of ForPlay (later PlayN), the cross-platform Java game library.
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4 comments from Hacker News
I'm no developer but I recently watched the ForPlay speech at Google I/O and it sounded promising: [LINK] ForPlay is a cross-platform game abstraction library for writing games that compile to: Desktop Java HTML5 Browsers Android Flash [VIDEO]
Another option, if you're a Java programmer and want to reuse existing Java libraries you've written: [LINK] which is the library initially developed to port Angry Birds to HTML5 (although it's true purpose was to allow Web and Android simultaneous development) This is a multiplatform API for 2D games. It runs as native Dalvik code on Android with a GL backend. On the Web, it runs as JS using GWT for compilation, and either a Canvas or a WebGL backend. For flash, it uses the [LINK] addon for the GWT compiler to produce SWFs. For iOS, it uses iKVM to run Java bytecode on Monotouch. I believe the same code can also run on the XBox and perhaps Windows phone. Box2D is builtin. See [LINK] for [VIDEO] for a longer presentation I did at Google I/O.
It was originally shown off as ForPlay at Google I/O '11. Here is a video of the talk: [VIDEO] I'm really glad they changed the framework name too =D
Well, I came to Google via an acquisition in 2010, I worked for years on the GWT (Google Web Toolkit) compiler, and related web compilation tooling. Then I switched to the Apps team (Inbox and Gmail) for a few years. Now I work in Research and Machine Intelligence. I'm not on the Chrome audio team, but I have had experience with Chrome Audio, as I implemented an OpenAL layer for GwtQuake and the web version of Angry Birds for Chrome using it. See [VIDEO] for example PlayN, a cross-platform (Web, Android, iOS, Flash) library I worked on in 20% time, and [LINK] which details some early experiments with image processing, and the porting of Quake to Chrome in 2010.