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Angry Birds Technology

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Angry Birds – Tecnología Rovio, una empresa con 8 años de experiencia dedicada a crear videojuegos, había visto el iPhone como una tecnología innovadora y que debía ser aprovechada. El objetivo de la empresa era crear un juego en la plataforma iOS que permitiera explorar las ideas de negocio que ofrecía el App Store y que se volviera una solución para sus problemas financieros. Así nació el videojuego Angry Birds, el cual para el 2010 había contabilizado ya 10 millones de descargas. Al enfocarse en su tecnología, es necesario observar un panorama amplio, pues existe mucho esfuerzo tecnológico en muchos aspectos en la aplicación. El juego como tal podría considerarse un emulador de físicas, en la cual se define un espacio con gravedad que permite entonces definir variables como velocidad y aceleración. Dentro de este espacio se definen objetos cuya masa es variable y que permite definir variables como momento y peso para emular colisiones. Aunque el comportamiento de estas variables difieren de la realidad, son lo suficientemente parecidas como para brindar una experiencia al usuario muy atractiva. La interfaz de usuario también amerita reconocimiento. La intención de los creadores era brindar al usuario un juego “rápido”, en el sentido que el usuario lo utilizara en espacios de tiempos temporales de ocio, tal como: en una fila, en una estación de bus, etc. Además, querían crear un juego muy intuitivo en el cual el usuario no tuviera que aprenderse como utilizarlo sino que lo entendiera a simple vista. Es por esto que la interfaz de Angry Birds utiliza elementos sencillos y comunes, tal como la resortera (la cual se complementa muy bien con la interfaz táctil de los teléfonos), los elementos de madera, vidrio, formas cuadradas y redondas, etc, así como un menú simple y directo al juego, sin tiempos de carga ni secciones intermedia. Todo esto como resultado de un estudio de observación directa a grupos de jugadores. El juego como tal está disponible hoy en día en diferentes plataformas (iOS, Android, Xbox, Wii, PlayStation, Web) para lo cual se ha desarrollado en diferentes tecnologías de software. La plataforma iOS utiliza comúnmente la tecnología Objective-C para la creación de aplicaciones. En el caso de videojuegos fusiona esta tecnología con OpenGL mobile para dar soporte al manejo de gráficos. En una conferencia sobre tecnología se mencionó que la tecnología utilizada para el manejo de física en el juego se basa en un framework llamado Box2D, el cual está desarrollado en el lenguaje C++. Este lenguaje es soportado en diversas plataformas y por lo tanto permitiría reutilizar el juego sin necesidad de crearlo desde sus inicios para cada una, por ejemplo para Android. El juego también está disponible en una versión para la web, ya sea utilizando la tecnología Flash o HTML5. Para lograr esto los desarrolladores utilizaron los frameworks Starling y GWT respectivamente. El primero es un framework de caracter open source para el desarrollo de juegos en flash. El segundo es un framework desarrollado por la empresa Google, que utiliza código de alto nivel JAVA para crear metalenguaje javascript y HTML5. Esto le dió a la empresa un caracter innovador en cuanto a desarrollo multiplataforma se refiere. Tal como los creadores se refieren, Angry Birds es una marca mas que una tecnología y por lo tanto no está atado a esta, han sabido llevarla a un nivel multiplataforma y han sido reconocidos por esta.

FUENTES DE CONSULTA Angry Birds: the story behind iPhone's gaming phenomenon http://www.telegraph.co.uk/technology/video-games/8303173/Angry-Birds-the-story-behind-iPhonesgaming-phenomenon.html “Angry Birds” Coming to Wii, PS3 and Xbox 360 http://mashable.com/2010/11/24/angry-birds-console/ Creator Of Angry Birds' Physics Engine Calls Out Rovio For Not Giving Him Credit http://techcrunch.com/2011/02/28/creator-of-angry-birds-physics-engine-calls-out-rovio-for-not-givinghim-credit/

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