In dieser Serie diskutieren wir interessante Themen aus Software-Entwicklung und -Architektur – immer mit dem Fokus auf Praxistauglichkeit.
…
continue reading
CCC media team에서 제공하는 콘텐츠입니다. 에피소드, 그래픽, 팟캐스트 설명을 포함한 모든 팟캐스트 콘텐츠는 CCC media team 또는 해당 팟캐스트 플랫폼 파트너가 직접 업로드하고 제공합니다. 누군가가 귀하의 허락 없이 귀하의 저작물을 사용하고 있다고 생각되는 경우 여기에 설명된 절차를 따르실 수 있습니다 https://ko.player.fm/legal.
Player FM -팟 캐스트 앱
Player FM 앱으로 오프라인으로 전환하세요!
Player FM 앱으로 오프라인으로 전환하세요!
Mobilizing Godot (godotfest2025)
Manage episode 519085128 series 1330870
CCC media team에서 제공하는 콘텐츠입니다. 에피소드, 그래픽, 팟캐스트 설명을 포함한 모든 팟캐스트 콘텐츠는 CCC media team 또는 해당 팟캐스트 플랫폼 파트너가 직접 업로드하고 제공합니다. 누군가가 귀하의 허락 없이 귀하의 저작물을 사용하고 있다고 생각되는 경우 여기에 설명된 절차를 따르실 수 있습니다 https://ko.player.fm/legal.
Many Godot developers push mobile to the end of their roadm - if they consider it at all. The common pattern: build for desktop, ship on Steam or itch, and think about mobile later if the project takes off. In this talk, we’ll explore how and why developers should start thinking about mobile earlier in their process. Mobile represents the largest gaming audience, as well as the majority of revenue in the global games market. But the perceived complexity of mobile platforms has kept many developers away. Touch input, responsive UI, app store requirements, performance constraints are real hurdles, but they don’t have to be showstoppers. We’ll share how we’ve worked to lower those barriers with Xogot, our native port of the Godot editor for iPhone and iPad. We’ll talk about what we’ve learned bringing Godot’s interface to smaller screens, how developers can now test and iterate directly on mobile devices, and how Xogot makes it easier to bring your project to mobile gamers, whether that’s via the App Store, web export, or other distribution models. Topics will include: - Why mobile should be part of your strategy from the start - What makes mobile different (and how to prepare for it) - Adding touch input and virtual controls to existing Godot projects - Working across desktop and mobile with Git, cloud-sharing, and other strategies - Testing and iterating directly on mobile devices using Xogot Takeaways: - Why mobile deserves earlier consideration from Godot developers - Simple steps to prepare your Godot project for mobile - How to maintain mobile compatibility throughout development - The surprising power of editing Godot projects on your phone Intended Audience: Godot developers of all experience levels, especially solo devs, students, and indie teams, who want to explore mobile workflows, test on real devices, or reach players on the most widely used gaming platforms. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.godotfest.com/godotfest-25/talk/VAJ9QW/
…
continue reading
2436 에피소드
Manage episode 519085128 series 1330870
CCC media team에서 제공하는 콘텐츠입니다. 에피소드, 그래픽, 팟캐스트 설명을 포함한 모든 팟캐스트 콘텐츠는 CCC media team 또는 해당 팟캐스트 플랫폼 파트너가 직접 업로드하고 제공합니다. 누군가가 귀하의 허락 없이 귀하의 저작물을 사용하고 있다고 생각되는 경우 여기에 설명된 절차를 따르실 수 있습니다 https://ko.player.fm/legal.
Many Godot developers push mobile to the end of their roadm - if they consider it at all. The common pattern: build for desktop, ship on Steam or itch, and think about mobile later if the project takes off. In this talk, we’ll explore how and why developers should start thinking about mobile earlier in their process. Mobile represents the largest gaming audience, as well as the majority of revenue in the global games market. But the perceived complexity of mobile platforms has kept many developers away. Touch input, responsive UI, app store requirements, performance constraints are real hurdles, but they don’t have to be showstoppers. We’ll share how we’ve worked to lower those barriers with Xogot, our native port of the Godot editor for iPhone and iPad. We’ll talk about what we’ve learned bringing Godot’s interface to smaller screens, how developers can now test and iterate directly on mobile devices, and how Xogot makes it easier to bring your project to mobile gamers, whether that’s via the App Store, web export, or other distribution models. Topics will include: - Why mobile should be part of your strategy from the start - What makes mobile different (and how to prepare for it) - Adding touch input and virtual controls to existing Godot projects - Working across desktop and mobile with Git, cloud-sharing, and other strategies - Testing and iterating directly on mobile devices using Xogot Takeaways: - Why mobile deserves earlier consideration from Godot developers - Simple steps to prepare your Godot project for mobile - How to maintain mobile compatibility throughout development - The surprising power of editing Godot projects on your phone Intended Audience: Godot developers of all experience levels, especially solo devs, students, and indie teams, who want to explore mobile workflows, test on real devices, or reach players on the most widely used gaming platforms. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.godotfest.com/godotfest-25/talk/VAJ9QW/
…
continue reading
2436 에피소드
Alla avsnitt
×플레이어 FM에 오신것을 환영합니다!
플레이어 FM은 웹에서 고품질 팟캐스트를 검색하여 지금 바로 즐길 수 있도록 합니다. 최고의 팟캐스트 앱이며 Android, iPhone 및 웹에서도 작동합니다. 장치 간 구독 동기화를 위해 가입하세요.