Dec 03

Soldier Of Fortune 2 Free Download PC game

Soldier of Fortune II: Double Helix is a video game created by Raven Software, a sequel to Soldier of Fortune. It was developed using the Quake III: Team Arena engine. Once again, Raven hired John…



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Nov 29

Game Performance: Layout Qualifiers

Today, we want to share some best practices on using the OpenGL Shading Language (GLSL) that can optimize the performance of your game and simplify your workflow. Specifically, Layout qualifiers make your code more deterministic and increase performance by reducing your work.

Let’s start with a simple vertex shader and change it as we go along.

This basic vertex shader takes position and texture coordinates, transforms the position and outputs the data to the fragment shader:

attribute vec4 vertexPosition;
attribute vec2 vertexUV;

uniform mat4 matWorldViewProjection;

varying vec2 outTexCoord;

void main()
{
  outTexCoord = vertexUV;
  gl_Position = matWorldViewProjection * vertexPosition;
}

Vertex Attribute Index

To draw a mesh on to the screen, you need to create a vertex buffer and fill it with vertex data, including positions and texture coordinates for this example.

In our sample shader, the vertex data may be laid out like this:

struct Vertex
{
  Vector4 Position;
  Vector2 TexCoords;
};

Therefore, we defined our vertex shader attributes like this:

attribute vec4 vertexPosition;
attribute vec2  vertexUV;

To associate the vertex data with the shader attributes, a call to glGetAttribLocation will get the handle of the named attribute. The attribute format is then detailed with a call to glVertexAttribPointer.

GLint handleVertexPos = glGetAttribLocation( myShaderProgram, "vertexPosition" );
glVertexAttribPointer( handleVertexPos, 4, GL_FLOAT, GL_FALSE, 0, 0 );

GLint handleVertexUV = glGetAttribLocation( myShaderProgram, "vertexUV" );
glVertexAttribPointer( handleVertexUV, 2, GL_FLOAT, GL_FALSE, 0, 0 );

But you may have multiple shaders with the vertexPosition attribute and calling glGetAttribLocation for every shader is a waste of performance which increases the loading time of your game.

Using layout qualifiers you can change your vertex shader attributes declaration like this:

layout(location = 0) in vec4 vertexPosition;
layout(location = 1) in vec2 vertexUV;

To do so you also need to tell the shader compiler that your shader is aimed at GL ES version 3.1. This is done by adding a version declaration:

#version 300 es

Let’s see how this affects our shader, changes are marked in bold:

#version 300 es

layout(location = 0) in vec4 vertexPosition;
layout(location = 1) in vec2 vertexUV;

uniform mat4 matWorldViewProjection;

out vec2 outTexCoord;

void main()
{
  outTexCoord = vertexUV;
  gl_Position = matWorldViewProjection * vertexPosition;
}

Note that we also changed outTexCoord from varying to out. The varying keyword is deprecated from version 300 es and requires changing for the shader to work.

Note that Vertex Attribute qualifiers and #version 300 es are supported from OpenGL ES 3.0. The desktop equivalent is supported on OpenGL 3.3 and using #version 330.

Now you know your position attributes always at 0 and your texture coordinates will be at 1 and you can now bind your shader format without using glGetAttribLocation:

const int ATTRIB_POS = 0;
const int ATTRIB_UV   = 1;

glVertexAttribPointer( ATTRIB_POS, 4, GL_FLOAT, GL_FALSE, 0, 0 );
glVertexAttribPointer( ATTRIB_UV, 2, GL_FLOAT, GL_FALSE, 0, 0 );

This simple change leads to a cleaner pipeline, simpler code and saved performance during loading time.

To learn more about performance on Android, check out the Android Performance Patterns series.

Posted by Shanee Nishry, Games Developer Advocate

Join the discussion on

+Android Developers


Android Developers Blog

Nov 16

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Ghost Recon has also been novelized by Grant Blackwood under the pseudonym David Michaels.

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Oct 14

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Sep 14

Google and Ideas United Launch Program to Support Inclusivity in Game Design


Posted by Daraiha Greene, CS Education in Media Program Manager, Multicultural
Strategy, and Kate Brennan and Mathilde Cohen Solal, Google Play

Today, we are thrilled to announce Infinite Deviation: Games. Infinite Deviation is an
initiative created by Google Computer Science (CS) in Media and Ideas United in order to
tackle issues of representation by bringing creativity and computer science
together in unexpected ways — ensuring that representations of computer
scientists are inclusive of women, people of color, the LGBTQIA+ community,
people with disabilities, and other underrepresented groups. Last year, Infinite
Deviation produced a series of narrative
short films to dispel stereotypes in computer science and is excited to
collaborate with Google Play to bring the Infinite Deviation program to gaming.

Currently only 23%
of people in the gaming industry identify as women and only 3%
of game developers are African-American. From ensuring women are represented
in video
games to giving young girls the chance to create
their own games, Google Play is committed to bringing new, diverse voices to
gaming. The program gives game designers from all backgrounds the chance to
pitch an original mobile game concept and have it developed, published, and
promoted in partnership with Google Play. Applicants can submit their mobile
game concepts until October 9.

The top three ideas will be chosen by a panel of industry experts and designers
will receive the resources and support they need to bring their games to life on
Google Play. Games will be judged on creativity and innovation, as well as their
ability to tell original stories that resonate with underrepresented audiences.

Participants must have less than two years of professional game design
experience in order to be eligible. For more information on the program,
including how to apply, you can visit InfiniteDeviation.com.

By promoting original games that resonate with underrepresented audiences, we
hope the program creates more favorable perceptions of computer science, bust
biases, and nurture acceptance through an activity many enjoy.


Android Developers Blog

Sep 08

Grow your games business on Google Play: Game parameters management, video recording, streaming ads, and more

Posted by Morgan Dollard, Product Manager of Google Play Games

With mobile gamers across 190 countries, Google Play Games is made up of a vibrant and diverse gaming community. And these players are more engaged than ever. Over the past year, the number of games reaching over 1 million installs grew by 50 percent.

Today, at our annual Developer Day at the Game Developers Conference, we announced new platform and ads tools for developers, of all sizes reach, to reach this global audience and accelerate the growth of their games business. Check out below the full range of features that will help game developers build their apps, grow their user base, and earn more revenue.

Making Google Play Games better for players

In February, we introduced Gamer IDs so that anyone could create a gaming persona. We also simplified the sign-in process for Google Play Games so players could pick up playing their game more quickly. We’re also working on product enhancements to make Play Games a little more social and fun, which will mean more engaged players who’re playing your game for longer. One example is the launch of Gamer friends (coming soon!), where your players can add and interact with their friends from within the Google Play Games app (without needing a Google+ account).

We’re also launching the Indie Corner, a new collection on Google Play, that will highlight amazing games built by indie developers. You can nominate your awesome indie game for inclusion at g.co/indiecornersubmission. We’ll pick the best games to showcase based on the quality of the experience and exemplary use of Google Play game services.

Grow your game with powerful new features from Google Play game services

In January, we added features to Player Analytics, the free reporting tool of Google Play game services, which helps you understand how players are progressing, spending and churning. Today, we previewed some upcoming new tools that would be available in the coming months, including:

  • Game parameters management: With game parameters management, you will be able to update gameplay and game economy parameters without the need for APK changes or resubmitting your app. You’ll be able to optimize virtual goods and currencies from the Developer Console or the Google Play Developer API.

Game parameters management in the Google Play Developer Console

  • Video Recording API: You will be able to easily add video recording to your app and let users share their videos with their friends and on YouTube in a few simple steps. We are also adding live streaming functionality to allow your fans to broadcast their gameplay experiences in real time on YouTube.
  • Predictive Analytics: The Player Stats API now has Predictive Analytics to help you identify which groups of players are likely to spend or churn, and we are adding new predictions for how much a player is likely to spend within 30 days and the probability that a player is a high spender. This allows you to tailor experiences for these players to try to increase their spend or engagement. Learn more about the

    Player Stats API.

“Not showing ads to users that were probable to spend increased number of IAP transactions by 15%.”
– Avetis Zakharyan, CEO Underwater Apps

New ad formats and targeting to find, keep and monetize high-quality gamers

Promoting your game and growing your audience is important, but it’s just as important to reach the right audience for your game, the players who want to open the game again and again. That’s why today we’ve unveiled new features that make it simpler to reach the right audience at scale.

  • Search Trial Run Ads: In the next few weeks, we’ll launch a new way for users to try your game out when they do a search for games on Google through a new ad format, Search Trial Run Ads. After tapping “Try now”, an individual can play your game for up to 10 minutes, and then download the game in full if they choose. These ads will appear to smartphone users on WiFi. Using this format, you can drive qualified users who are likely to stay engaged with your game after install.

SGN’s Search Trial Run Ad for Panda Pop

  • Portrait Video Ads: More than 80% of video ad views in mobile apps on the Google Display Network are from devices held vertically, but often these videos are created for landscape viewing. Over the next few weeks, we’re launching Portrait Video Ads for a full-screen, immersive portrait video experience. Developers have seen significant improvement in both click-through and conversion rates, resulting in lower cost per install and more installs.
  • Active User Targeting for Games: In the coming weeks, we’re rolling out a new type of targeting for Android apps that allows you to show ads to users who have spent more than 30 minutes playing games, or who have played a Google Play Games integrated game, in the last 30 days.

Earn more revenue in your game with AdMob

AdMob helps game developers around the world maximize revenue through in-app advertising. At GDC, we also announced a new way to help you earn more through AdMob Mediation. Rewarded advertising is a popular form of game monetization — users are given the choice to engage with ads in exchange for an in-app reward. AdMob Mediation will enable you to easily monetize your apps with rewarded video ads from a number of ad providers. Supported networks and platforms include AdColony, AppLovin, Chartboost, Fyber, Upsight and Vungle, with more being added all the time.

You can learn more about this, and all our ads announcements on the Inside AdWords blog.

This is just the start of what we’ve got planned for 2016. We hope you can make use of these tools to improve your game, engage your audience, and grow your business and revenue.


Android Developers Blog

Sep 07

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Sep 03

Game developers, get ready for our Developer Day at GDC 2016

Posted by Morgan Dollard, Product Manager of Google Play Games

Next week, we’ll be in San Francisco to host our annual Developer Day at the Game Developers Conference (GDC). Join us to get a first look at our latest efforts to help developers of all sizes build successful mobile games businesses with powerful tools to develop high quality apps, grow a valuable user base, and earn more revenue.

Our Developer Day will take place in room 2020 of the West Hall of Moscone Center on Monday, March 14. Based on your feedback from last year, we’re going to keep presentations short and informative with lightning talks around virtual reality, the cloud, ads, and so much more, while dedicating more time to interactive discussions with Google engineers and your peers in the industry.

Here’s a glimpse of the agenda on Monday, March 14:

Opening keynote || 10AM: Be the first to see what’s new and hear about the investments Google is making to help mobile developers grow their game business.

Best practices for success on Google Play || 10:30AM: In this talk, you’ll learn how successful mobile game developers acquire users and bring them back to keep them playing longer.

Lightning talks || 11:15AM: A series of 5-minute talks on innovative technologies to tantalize players, like Project Tango, software to speed and simplify game development, and new ways to predict and prevent user churn.

Interactive roundtables || 2:00PM: After lunch, we’ll break up into interactive roundtables to interact with Google experts and peers on how to build better and more successful games. Ask questions, tell Google product teams what you need, and learn from fellow game developers.

Visit the agenda page to get a full list of our talks and speaker details. Please note that these events are part of the official Game Developer’s Conference, so you will need a pass to attend.

For everyone who can’t make it in person, we’ll be live streaming our event on YouTube. Tune in from 10am on Monday, March 18.


Android Developers Blog