Google I/O 2011: Building Aggressively Compatible Android Games



Chris Pruett

There are a lot of Android phones out there, but by abiding to a few key rules it is possible to develop a single binary that runs on all of them. This session will explain how to approach device diversity and build aggressively compatible Android games.

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5 thoughts on “Google I/O 2011: Building Aggressively Compatible Android Games

  1. Chris,
    Thanks so much for share your experience plus all this tips with us and for all your support as well!

    Good Luck Bro with your new Company…
    Hope you can still be able to help us, once in a while maybe?!?!
    Thanks so much…

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