Do you have a topic recommendation? Submit your requests to wpdev@microsoft.com.
| Series Topic |
|---|
| Windows Phone and Kinect cross-communication – enhancing the user experience by Dennis Delimarsky In this talk, I am describing ways to connect a Windows Phone device to a Kinect and perform data exchange between them, building unique user interactions inside third-party desktop and mobile applications. Recording coming soon. |
| Background Services: Getting Things Done Behind the Scenes by Atley Hunter In this session, we’ll explore some of the new abilities we have in Mango to get things done while our app does not have the user’s full focus. These features give our apps the ability to ensure our users get the information they need, stay engaged and gain as much value as possible from our hard work. Used properly, these new features can make the difference between a good app and an awesome one! Recording coming soon. |
| Application Profiling for Windows Phone Mango by Maarten Struys With the arrival of Windows Phone Mango, a new version of the Windows Phone SDK is available to develop applications for Windows Phone Mango. The Windows Phone SDK 7.1 contains a profiler that integrates in Visual Studio 2010 (Express for Windows Phone). Using this profiler, you can identify, analyze and hopefully solve performance and memory allocation bottlenecks. In this sample filled presentation you will see the profiler in action to improve the memory footprint and execution speed of an existing application. View this session Posted November 2011 |
| Kinect and Windows Phone Playing Together by Kevin Wolf In this session we will go through creating a Kinect-based Socket Server that will allow clients to connect and download real time skeletal data. The client we will build in this session will be a Windows Phone application based upon the Mango release to leverage the new sockets support. View this session Posted October 2011 |
| Understanding the Windows Phone 'Mango' Development Tools by Maarten Struys Developing applications for Windows Phone is efficient and easy, thanks to an excellent suite of development and design tools. To get the most out of your day-to-day work, it is important to understand the different capabilities of the different tools. This sample-filled presentation explains when to use Microsoft Expression Blend and when to use Microsoft Visual Studio. You will learn how both tools operate together to create captivating applications for Windows Phone. You will also learn how to use the emulator to test applications, including location awareness. Finally, you will get a step-by-step demonstration on how to submit your application successfully to Marketplace and how Visual Studio 2010 Express can help you submitting your application. View this session Posted September 2011 |
| Build games that go 'Bing!' by Ashu Tatake Latest research indicates that most gamers have ears. Use this knowledge to your advantage! Learn how to integrate a range of audio elements into your game – from simple “fire and forget” sound effects to more complex interactive audio environments. View this session Posted April 2010 |
| First Impressions Matter: A Look at How UI Animation Can Make The Difference by Brandon Furtwangler With hundreds of released Indie games, how is your game going to stand out? In this talk we’ll explore ways of giving your game extra polish to set it apart. This talk will focus on main menu animations, and how they can be used to give your game a personality that fits the storyline. View this session Posted March 2010 |
| Avatar Integration Within Your XNA Game Studio Title by Dean Johnson Learn how to take advantage of the new avatar features available in XNA Game Studio 3.1. Topics include how to playback custom animations using avatars, designing custom avatars to use in your game, and how to render thousands of avatars for use in crowds in your game. View this session Posted February 2010 |
| Getting Started With Custom Shaders by Shawn Hargreaves A hands-on demonstration of how to apply custom shaders to 2D sprites. Forget the complex 3D math, and no previous shader experience required – the goal is to achieve cool and interesting 2D effects in a simple and practical manner. View this session Posted January 2010 |
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