Hosted both on Toronto and Waterloo and recorded on the Faire Wholesale YouTube channel. I present my work on AI-powered search and developer platform to support user-facing AI at Faire, including our Burrito architecture to embed Python into our Kotlin ecosystem and the requirements of real-time user-facing LLM-powered apps.
90-minute workshop (with Jochum van der Ploeg) where we introduce flame_3d from scratch (coordinate systems, camera/projection, meshes/materials, lights and skeletal animation) and guide attendees through building a small third-person 3D platformer in Flutter.
Main-stage talk focusing on practical patterns for 3D game development in Flutter using Flame (scene graph, camera control, assets and ergonomics).
Conference talk live in Fluttercon NY, sister talk to the one for Flutter & Friends. I show how Impeller / GPU access unlocks 3D techniques in Flame, walk through a demo game, and discuss performance pitfalls.
Talk on how to make games feel 3D even when the platform doesn’t yet expose full 3D APIs. I cover ray-tracing-inspired tricks, Doom-like engines, 2.5D perspectives and integration with Flame. In a sense, a prelude for all the work Impeller allowed us later on.
Co-presented with Renan C. Araújo, teaching the basics of game loops, components and performance in Flame.
Portuguese-language talk “Building games using Flame”, focused on how to architect and ship a simple 2D game with Flame and Flutter.