Android Game Developer Summit 2018
who it's for
android game developers, graphics engineers, engine programmers, performance engineers, qa and automation engineers, build and release engineers, tools and developer relations engineers, device test engineers
topics
Vulkan rendering optimizations; Android Studio native profiling; GAPID OpenGL and Vulkan debugging; Systrace kernel and system tracing; Play Instant size and APK constraints; ARC++ Chromebook porting and input; NDK and libc++ toolchain changes; automated game testing with Airtest/Poco; device catalog and SOC bucketing; targeting Android O runtime behavior
| title | author | length |
|---|---|---|
| Introduction | Dan Galpin | 16m |
Google outlines concrete platform changes: game installs number doubled year‑over‑year with 40% growth from emerging markets (Brazil, India, Indonesia… | ||
| HiFi games, partner DAs | Bill Bilodeau | 05m |
Partner Developer Relations acts as technical advocates offering on-site debugging, performance tuning and a first line for engineering questions while… | ||
| Android Studio Profiling | Francesco Carucci | 13m |
Android Studio now includes a native C++ profiler that samples native threads (works on Android 8/API 26+), an event-based System Trace that records system and… | ||
| GAPID graphics debugger | Ben Clayton, Pascal Muetschard | 29m |
Open-source GAPID captures and replays GL ES and Vulkan calls, runs on Windows, Mac, Linux and traces debuggable Android APKs; it shows frame-by-frame draw… | ||
| Migrating your established game to target O and beyond | Dan Galpin | 26m |
Google Play requires target SDK 26 requirement for updates (new apps must target 26+ since August 2018), which flips runtime behavior: alarms become inexact… | ||
| Systrace for games | Tim Murray | 37m |
Systrace + Catapult gets kernel-level timelines showing exactly what runs, when and why, with sub-1% overhead and per-CPU ring buffers (about 1 MB ≈ 2 s)… | ||
| Android GDS NDK/C++ | Dan Albert | 06m |
Year-by-year NDK changes: r15 moves to a single correct header set; r16 fixes libc++ and libandroid; r17 defaults to libc++ as the STL, drops ARMv5/MIPS and… | ||
| Vulkan optimizations | Jungwoo Kim, Kosei Ito, Yoshimasa Enji | 41m |
Vulkan port of a Unity game reduces CPU overhead and raises FPS by concrete amounts: average +10 FPS and max frame rate doubled on tested devices, OpenGL… | ||
| Play Instant games | Matt Samlet, Francesco Carucci | 28m |
Zynga ports three real games into Google Play Instant: a Solitaire Android Studio build fitting into 8 MB and completed in about a week, Words With Friends 2’s… | ||
| Games on ARC++ | Daniel Levy, Ben Gable | 33m |
ARC++ enables Android games on Chromebooks and the claim is that many titles, especially Unity builds, are already 80–90% done for Chromebook support. Examples… | ||
| Automated testing | Xin Liu | 18m |
NetEase open-sources an automated game test stack that uses image recognition to drive input and auto-generates Python from on-screen actions, with a… | ||
| Navigating the ocean of Android devices | Guy Ulmer, Boris Farber | 24m |
Plarium builds an API-driven pipeline that turns Google Play and public data into device targets: it groups ~16,000 models by SOC and GPU so SOC bucketing lets… | ||
| CRYENGINE | Niels Fröhling | 41m |
A partial port of Robinson runs on an S7 Edge at about 45 fps (Nexus 6P / Adreno fails), after ripping out SDL GL init and creating native Vk surfaces and… | ||
| nothing matches | ||