Answering your prime questions on Android Recreation Improvement Equipment

Posted by Wayne Lu, Technical Lead Supervisor, Android DevRel

hand holding a phone with game and chat

We launched the Android Game Development Kit (AGDK) in July, and have collected some prime questions from builders – starting from AGDK libraries and instruments, optimizing reminiscence in Android, and implementing graphics.

AGDK and recreation engines

Firstly, we’ve heard questions from early, rising recreation builders on the way to use our set of AGDK libraries and instruments. We’ve the next suggestions relying in your setup:

  1. For recreation builders utilizing popular game engines resembling Defold, Godot, Unity, or Unreal – you possibly can observe our guides to learn to develop apps on Android. Utilizing these recreation engines permits you to give attention to constructing gameplay as a substitute of your entire expertise stack.
  2. For those who’re utilizing Unreal Engine and concentrating on a number of platforms resembling PC or consoles, Android Game Development Extension (AGDE) could also be an excellent addition to your workflow.
  3. We additionally help builders who need to customise and write their very own recreation engine – you possibly can learn more about this with our C or C++ documentation.

After selecting your recreation engine and workflow, it is best to look into our instruments such because the Android Studio Profiler to examine your recreation, Android GPU Inspector to profile graphics and Android Performance Tuner to optimize body charges and loading instances.

Recreation Mode API and Interventions

Following this, we’ve obtained questions on creating for Android 12. Whilst you don’t need to do something particular in your recreation to run on Android 12, we’ve launched Game Mode API and interventions to assist gamers customise their gaming expertise.

  1. Learn extra in regards to the Game Mode API, and learn the way to optimize your recreation for one of the best efficiency or longest battery life when the consumer selects the corresponding recreation mode.
  2. Study in regards to the Game Mode interventions – these are set by unique gear producers (OEMs), to enhance the efficiency of video games which might be now not being up to date by builders. For instance: WindowManager backbuffer resize to cut back a tool’s GPU load.

Reminiscence Entry in Android

Secondly, you’ve requested us how reminiscence entry works in Android recreation improvement versus Home windows. Briefly, listed below are a few pointers:

  1. Video games have to share reminiscence with the system. Some units have much less obtainable reminiscence than others, so testing is required to verify for low reminiscence points on a spread of supported units. Testing ought to be completed on units with typical apps {that a} consumer would have put in (i.e. not a clear machine).
  2. The quantity of memory a game can allocate will depend on numerous elements resembling the quantity of bodily reminiscence, the variety of soiled pages, and the quantity of complete zRam (for compressed swapping)
  3. Signs of low reminiscence will be: onTrimMemory() calls, reminiscence thrashing, or termination of the sport by the Low Memory Killer. Use bugreport logs to verify if the sport was killed by the Low Reminiscence Killer, or on Android 11 and later verify the ApplicationExitInfo to see if the sport was terminated due to REASON_LOW_MEMORY.
  4. Keep away from memory thrashing: this happens when there’s low however inadequate reminiscence to kill the sport. You may detect this through system tracing, and will scale back the general reminiscence footprint to keep away from this subject.
  5. Use the Android Profiler and other tools to examine your reminiscence utilization.

Implementing Graphics in Android

Thirdly, we’ve obtained questions on implementing graphics in Android. You may have the next choices: OpenGL ES or Vulkan graphics APIs:

  1. Discover ways to configure OpenGL ES graphics in your C++ recreation engine by initializing variables, rendering with the sport loop, scenes and objects.
  2. Learn our Vulkan guides to learn to draw a dice, compile shaders, setup validation layers, and different greatest practices.

Take a look at the Q&A video to view the highest questions on AGDK and go to for our newest assets for Android recreation improvement.

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