Mobile Game Primer
Until recently, the performance of browser-based games for mobile devices lagged significantly behind desktop performance. If you created a Canvas-based mobile game, performance was terrible, and you needed to build your game around the limitations of the platform. Developing a usable game relied on tricks like scaling up from very low resolutions or doing partial screen updates instead of full refreshes. This meant your game’s design was limited by the platform’s weaknesses rather than your creativity.
In Part 9 of his Windows Azure series, Jim O’Neil covers Windows Azure Web Sites and breaks down the reasons why you would want to use this type of application hosting service when compared to Azure Virtual Machines and Cloud Services.
Jerry Nixon welcomes Principal Program Lead, Tim Heuer to the show as they discuss all things XAML for Windows 8 and Windows Phone 8. Tune in as they chat about it history plus new features in XAML and Visual Studio 2012 as well as “Project Callisto