Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Thursday, 26 March 2015

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

Tuesday, 24 February 2015

We'll see you at GDC 2015!

Posted by Greg Hartrell, Senior Product Manager of Google Play Games



The Game Developers Conference (GDC) is less than one week away in San Francisco. This year we will host our annual Developer Day at West Hall and be on the Expo floor in booth #502. We’re excited to give you a glimpse into how we are helping mobile game developers build successful businesses and improve user experiences.





Our Developer Day will take place in Room 2006 of the West Hall of Moscone Center on Monday, March 2. We're keeping the content action-oriented with a few presentations and lightning talks, followed by a full afternoon of hands on hacking with Google engineers. Here’s a look at the schedule:



Opening Keynote || 10AM: We’ll kick off the day by sharing to make your games more successful with Google. You’ll hear about new platforms, new tools to make development easier, and ways to measure your mobile games and monetize them.



Running A Successful Games Business with Google || 10:30AM: Next we’ll hear from Bob Meese, the Global Head of Games Business Development from Google Play, who’ll offer some key pointers on how to make sure you're best taking advantage of unique tools on Google Play to grow your business effectively.



Lightning Talks || 11:15AM: Ready to absorb all the opportunities Google has to offer your game business? These quick, 5-minute talks will cover everything from FlatBuffers to Google Cast to data interpolation. To keep us on track, a gong may be involved.



Code Labs || 1:30PM: After lunch, we’ll turn the room into a classroom setting where you can participate in a number of self-guided code labs focused on leveraging Analytics, Google Play game services, Firebase and VR with Cardboard. These Code Labs are completely self-paced and will be available throughout the afternoon. If you want admission to the code labs earlier, sign up for Priority Access here!



Also, be sure to check out the Google booth on the Expo floor to get hands on experiences with Project Tango, Niantic Labs and Cardboard starting on Wednesday, March 4. Our teams from AdMob, AdWords, Analytics, Cloud Platform and Firebase will also be available to answer any of your product questions.



For more information on our presence at GDC, including a full list of our talks and speaker details, please visit g.co/dev/gdc2015. Please note that these events are part of the official Game Developer's Conference, so you will need a pass to attend. If you can't attend GDC in person, you can still check out our morning talks on our livestream at g.co/dev/gdc-livestream.



Tuesday, 13 January 2015

Efficient Game Textures with Hardware Compression

Posted by Shanee Nishry, Developer Advocate



As you may know, high resolution textures contribute to better graphics and a more impressive game experience. Adaptive Scalable Texture Compression (ASTC) helps solve many of the challenges involved including reducing memory footprint and loading time and even increase performance and battery life.



If you have a lot of textures, you are probably already compressing them. Unfortunately, not all compression algorithms are made equal. PNG, JPG and other common formats are not GPU friendly. Some of the highest-quality algorithms today are proprietary and limited to certain GPUs. Until recently, the only broadly supported GPU accelerated formats were relatively primitive and produced poor results.



With the introduction of ASTC, a new compression technique invented by ARM and standardized by the Khronos group, we expect to see dramatic changes for the better. ASTC promises to be both high quality and broadly supported by future Android devices. But until devices with ASTC support become widely available, it’s important to understand the variety of legacy formats that exist today.



We will examine preferable compression formats which are supported on the GPU to help you reduce .apk size and loading times of your game.



Texture Compression


Popular compressed formats include PNG and JPG, which can’t be decoded directly by the GPU. As a consequence, they need to be decompressed before copying them to the GPU memory. Decompressing the textures takes time and leads to increased loading times.



A better option is to use hardware accelerated formats. These formats are lossy but have the advantage of being designed for the GPU.



This means they do not need to be decompressed before being copied and result in decreased loading times for the player and may even lead to increased performance due to hardware optimizations.



Hardware Accelerated Formats



Hardware accelerated formats have many benefits. As mentioned before, they help improve loading times and the runtime memory footprint.



Additionally, these formats help improve performance, battery life and reduce heating of the device, requiring less bandwidth while also consuming less energy.



There are two categories of hardware accelerated formats, standard and proprietary. This table shows the standard formats:










ETC1Supported on all Android devices with OpenGL ES 2.0 and above. Does not support alpha channel.
ETC2Requires OpenGL ES 3.0 and above.
ASTCHigher quality than ETC1 and ETC2. Supported with the Android Extension Pack.


As you can see, with higher OpenGL support you gain access to better formats. There are proprietary formats to replace ETC1, delivering higher quality and alpha channel support. These are shown in the following table:














ATC
Available with Adreno GPU.
PVRTCAvailable with a PowerVR GPU.
DXT1S3 DXT1 texture compression. Supported on devices running Nvidia Tegra platform.
S3TCS3 texture compression, nonspecific to DXT variant. Supported on devices running Nvidia Tegra platform.


That’s a lot of formats, revealing a different problem. How do you choose which format to use?



To best support all devices you need to create multiple apks using different texture formats. The Google Play developer console allows you to add multiple apks and will deliver the right one to the user based on their device. For more information check this page.



When a device only supports OpenGL ES 2.0 it is recommended to use a proprietary format to get the best results possible, this means making an apk for each hardware.



On devices with access to OpenGL ES 3.0 you can use ETC2. The GL_COMPRESSED_RGBA8_ETC2_EAC format is an improved version of ETC1 with added alpha support.



The best case is when the device supports the Android Extension Pack. Then you should use the ASTC format which has better quality and is more efficient than the other formats.



Adaptive Scalable Texture Compression (ASTC)


The Android Extension Pack has ASTC as a standard format, removing the need to have different formats for different devices.



In addition to being supported on modern hardware, ASTC also offers improved quality over other GPU formats by having full alpha support and better quality preservation.



ASTC is a block based texture compression algorithm developed by ARM. It offers multiple block footprints and bitrate options to lower the size of the final texture. The higher the block footprint, the smaller the final file but possibly more quality loss.



Note that some images compress better than others. Images with similar neighboring pixels tend to have better quality compared to images with vastly different neighboring pixels.



Let’s examine a texture to better understand ASTC:





This bitmap is 1.1MB uncompressed and 299KB when compressed as PNG.



Compressing the Android jellybean jar texture into ASTC through the Mali GPU Texture Compression Tool yields the following results.
























Block Footprint4x46x68x8
Memory262KB119KB70KB
Image Output
Difference Map
5x Enhanced Difference Map


As you can see, the highest quality (4x4) bitrate for ASTC already gains over PNG in memory size. Unlike PNG, this gain stays even after copying the image to the GPU.



The tradeoff comes in the detail, so it is important to carefully examine textures when compressing them to see how much compression is acceptable.



Conclusion


Using hardware accelerated textures in your games will help you reduce the size of your .apk, runtime memory use as well as loading times.



Improve performance on a wider range of devices by uploading multiple apks with different GPU texture formats and declaring the texture type in the AndroidManifest.xml.



If you are aiming for high end devices, make sure to use ASTC which is included in the Android Extension Pack.



Monday, 24 November 2014

Sky Force 2014 Reimagined for Android TV


By Jamil Moledina, Games Strategic Partnerships Lead, Google Play



In the coming months, we’ll be seeing more media players, like the recently released Nexus Player, and TVs from partners with Android TV built-in hit the market. While there’s plenty of information available about the technical aspects of adapting your app or game to Android TV, it’s also useful to consider design changes to optimize for the living room. That way you can provide lasting engagement for existing fans as well as new players discovering your game in this new setting. Here are three things one developer did, and how you can do them too.



Infinite Dreams is an indie studio out of Poland, co-founded by hardcore game fans Tomasz Kostrzewski and Marek WyszyÅ„ski. With Sky Force 2014 TV, they brought their hit arcade style game to Android TV in a particularly clever way. The mobile-based version of Sky Force 2014 reimaged the 2004 classic by introducing stunning 3D visuals, and a free-to-download business model using in-app purchasing and competitive tournaments to increase engagement. In bringing Sky Force 2014 to TV, they found ways to factor in the play style, play sessions, and real-world social context of the living room, while paying homage to the title’s classic arcade heritage. As WyszyÅ„ski puts it, “We decided not to take any shortcuts, we wanted to make the game feel like it was designed to be played on TV.”



Orientation



For starters, Sky Force 2014 is played vertically on a smartphone or tablet, also known as portrait mode. In the game, you’re piloting a powerful fighter plane flying up the screen over a scrolling landscape, targeting waves of steampunk enemies coming down at you. You can see far enough up the screen, enabling you to plan your attacks and dodge enemies in advance.





Vertical play on the mobile version




When bringing the game to TV, the quickest approach would have been to preserve that vertical orientation of the gameplay, by pillarboxing the field of play.



With Sky Force 2014, Infinite Dreams considered their options, and decided to scale the gameplay horizontally, in landscape mode, and recompose the view and combat elements. You’re still aiming up the screen, but the world below and the enemies coming at you are filling out a much wider field of view. They also completely reworked the UI to be comfortably operated with a gamepad or simple remote. From WyszyÅ„ski’s point of view, “We really didn't want to just add support for remote and gamepad on top of what we had because we felt it would not work very well.” This approach gives the play experience a much more immersive field of view, putting you right there in the middle of the action. More information on designing for landscape orientation can be found here.



Multiplayer



Like all mobile game developers building for the TV, Infinite Dreams had to figure out how to adapt touch input onto a controller. Sky Force 2014 TV accepts both remote control and gamepad controller input. Both are well-tuned, and fighter handling is natural and responsive, but Infinite Dreams didn’t stop there. They took the opportunity to add cooperative multiplayer functionality to take advantage of the wider field of view from a TV. In this way, they not only scaled the visuals of the game to the living room, but also factored in that it’s a living room where people play together. Given the extended lateral patterns of advancing enemies, multiplayer strategies emerge, like “divide and conquer,” or “I got your back” for players of different skill levels. More information about adding controller support to your Android game can be found here, handling controller actions here, and mapping each player’s paired controllers here.





Players battle side by side in the Android TV version




Business Model



Infinite Dreams is also experimenting with monetization and extending play session length. The TV version replaces several $1.99 in-app purchases and timers with a try-before-you-buy model which charges $4.99 after playing the first 2 levels for free. We’ve seen this single purchase model prove successful with other arcade action games like Mediocre’s Smash Hit for smartphones and tablets, in which the purchase unlocks checkpoint saves. We’re also seeing strong arcade action games like Vector Unit’s Beach Buggy Racing and Ubisoft’s Hungry Shark Evolution retain their existing in-app purchase models for Android TV. More information on setting up your games for these varied business models can be found here. We’ll be tracking and sharing these variations in business models on Android TV, including variations in premium, as the Android TV platform grows.



Reflecting on the work involved in making these changes, WyszyÅ„ski says, “From a technical point of view the process was not really so difficult – it took us about a month of work to incorporate all of the features and we are very happy with the results.” Take a moment to check out Sky Force 2014 TV on a Nexus Player and the other games in the Android TV collection on Google Play, most of which made no design changes and still play well on a TV. Consider your own starting point, take a look at the Android TV section on our developer blog, and build the version of your game that would be most satisfying to players on the couch.










Wednesday, 19 November 2014

Coding Android TV games is easy as pie



Posted by Alex Ames, Fun Propulsion Labs at Google*

We’re pleased to announce Pie Noon, a simple game created to demonstrate multi-player support on the Nexus Player, an Android TV device. Pie Noon is an open source, cross-platform game written in C++ which supports:



  • Up to 4 players using Bluetooth controllers.

  • Touch controls.

  • Google Play Games Services sign-in and leaderboards.

  • Other Android devices (you can play on your phone or tablet in single-player mode, or against human adversaries using Bluetooth controllers).


Pie Noon serves as a demonstration of how to use the SDL library in Android games as well as Google technologies like Flatbuffers, Mathfu, fplutil, and WebP.



  • Flatbuffers provides efficient serialization of the data loaded at run time for quick loading times. (Examples: schema files and loading compiled Flatbuffers)

  • Mathfu drives the rendering code, particle effects, scene layout, and more, allowing for efficient mathematical operations optimized with SIMD. (Example: particle system)

  • fplutil streamlines the build process for Android, making iteration faster and easier. Our Android build script makes use of it to easily compile and run on on Android devices.

  • WebP compresses image assets more efficiently than jpg or png file formats, allowing for smaller APK sizes.





You can download the game in the Play Store and the latest open source release from our GitHub page. We invite you to learn from the code to see how you can implement these libraries and utilities in your own Android games. Take advantage of our discussion list if you have any questions, and don’t forget to throw a few pies while you’re at it!



* Fun Propulsion Labs is a team within Google that's dedicated to advancing gaming on Android and other platforms.



Wednesday, 5 November 2014

Going Global: Space Ape Games Finds Success in Japan

By Leticia Lago, Google Play team




There are many ways to find success for a game on the international stage: it’s not a simple formula, it’s a combination of things, ranging from localizing effectively to choosing the right price. London-based Space Ape Games brought together a range of resources and tactics to take Samurai Siege into Japan, growing that market to contribute up to 15% of the game’s average $55,000 daily earnings.



John Earner, Simon Hade, and Toby Moore founded Space Ape Games in 2012 with just 12 people. Their goal, to create amazing multiplayer mobile games. Samurai Siege is their first game and they found that Android players have great retention and monetize well. “Our experience has been great with Google Play. We have found that it is half of our audience and half of our business,” says John.



Check out the video below to hear more about how Space Ape expanded to Japan.









Resources to help you grow globally



You can grow your games business worldwide too, and maximize your distribution potential with Google Play. Be sure to check out these resources:




  • Reaching players in new territories panel [VIDEO] — Hear first hand experiences from game developers who have successfully taken games to international markets. Antonin Lhuillier (Gameloft), Anatoly Ropotov (Game Insight), Saad Choudri (Miniclip), Eyal Rabinovich (Playscape), and Joe Raeburn (Space Ape Games) share their tips for localization, culturalization, and more.


  • Go Global session [VIDEO] — Hyunse Chang, from the Google Play Apps and Games team in Korea, shares key insights into APAC markets and trends among successful apps and games in the region. Leverage these pro tips and best practices to expand your reach to a wider audience.


  • Localization checklist — This document identifies the essential aspects of localization, to help you get your app ready for a successful worldwide launch on Google Play.











Tuesday, 7 October 2014

Updated Cross-Platform Tools in Google Play Game Services


By Ben Frenkel, Google Play Games team





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Game services UIs are now updated for material design, across all of the SDKs.






Game developers, we've updated some of our popular developer tools to give you a consistent set of game services across platforms, a refreshed UI based on material design, and new tools to give you better visibility into what users are doing in your games.



Let’s take a look at the new features.



Real-time Multiplayer in the Play Games cross-platform C++ SDK



To make it easier to build cross-platform games, we’ve added Real-Time Multiplayer (RTMP) to the latest Google Play Games C++ SDK. The addition of RTMP brings the C++ SDK to feature parity with the Play services SDK on Android and the Play Games iOS SDK. Learn more »




Material Design refresh across Android, cross-platform C++, and iOS SDKs



We’ve incorporated material design into the user-interface of the latest Play Games services SDKs for Android, cross-platform C++, and iOS. This gives you a bold, colorful design that’s consistent across all of your games, for all of your users. Learn more »




New quests features and completion statistics



Quests are a popular way to increase player engagement by adding fresh content without updating your game. We’ve added some new features to quests to make them easier to implement and manage.



First, we’ve simplified quests implementations by providing out-of-the-box toasts for “quest accepted” and “quest completed” events. You can invoke these toasts from your game with just a single call, on any platform. This removes the need to create your own custom toasts, though you are still free to do so.



You also have more insight into how your quests are performing through new in-line quest stats in the Developer Console. With these stats, you can better monitor how many people are completing their quests, so you can adjust the criteria to make them easier to achieve, if needed. Learn more »



Last, we’ve eliminated the 24-hour lead-time requirement for publishing and allowing repeating quests to have the same name. You now have the freedom to publish quests whenever you want with whatever name you want.







New quest stats let you see how many users are completing their quests.






Multiplayer game statistics



Now when you add multiplayer support through Google Play game services, you get multiplayer stats for free, without having to implement a custom logging solution. You can simply visit the Developer Console to see how players are using your multiplayer integration and look at trends in overall usage. The new stats are available as tabs under the Engagement section. Learn more »






Multiplayer stats let you see trends in how players are using your app's multiplayer integration.






New game services insights and alerts



We’re continuing to expand the types of alerts we offer the Developer Console to let you know about more types of issues that might be affecting your users' gameplay experiences. You’ll now get an alert when you have a broken implementation of real-time and turn-based multiplayer, and we’ll also notify you if your Achievements and Leaderboard implementations use too many duplicate images. Learn more »



Get Started



You can get started with all of these new features right away. Visit the Google Play game services developer site to download the updated SDKs. For migration details on the Game Services SDK for iOS, see the release notes. You can take a look at the new stats and alerts by visiting the Google Play Developer Console.




Thursday, 10 July 2014

New Cross-Platform Tools for Game Developers

By Ben Frenkel, Google Play Games team



There was a lot of excitement at Google I/O around Google Play Games, and today we’re delighted to share that the following tools are now available:




  • Updated Play Games cross-platform C++ SDK

  • Updated Play Games SDK for iOS

  • New game services alerts in the Developer Console



Here's a quick look at the cool new stuff for developers.



Updated Play Games C++ SDK



We've updated the Google Play Games C++ SDK with more cross-platform support for the new services and experiences we announced at I/O. Learn more»



The new C++ SDK now supports all of the following:









Cocos2D-x, a popular game engine, is an early adopter of the Play Games C++ SDK and is bringing the power of Play Games to their developers. Additionally, the Cocos2D-x team created Wagon War, a prototype game showcasing the capabilities of the Cocos2D-x engine with Play Games C++ SDK integration.


Wagon War is also a powerful reference for developers — it gives you immediately usable code samples to accelerate your C++ implementations. You can browse or download the game sources on the Wagon War page on GitHub.




Updated Play Games iOS SDK



The Play Games iOS SDK is now updated with support for Quests and Saved Games, enabling iOS developers to integrate the latest services and experiences with the Objective-C based tool-chains they are already familiar with. Learn more»



The new Play Games SDK for iOS now supports all of the following:




  • Quests and Events. Learn more»

  • Saved Games. Learn more»

  • Game Profile and related Player XP APIs — the SDK now also provides the UI for Game Profile and access to Player XP data for players.



New types of games services alerts



Last, you can now see new types of games services alerts in the Developer Console to learn about issues that might be affecting your users' gameplay experiences. For example, if your app implements Game Gifts, you'll now see an alert when players are unable to send a gift; if your app implements Multiplayer, you'll now see an alert when players are unable to join a match. Learn more»




Wednesday, 2 July 2014

Google Play Services 5.0

gps

Google Play services 5.0 is now rolled out to devices worldwide, and it includes a number of features you can use to improve your apps. This release introduces Android wearable services APIs, Dynamic Security Provider and App Indexing, whilst also including updates to the Google Play game services, Cast, Drive, Wallet, Analytics, and Mobile Ads.




Android wearable services



Google Play services 5.0 introduces a set of APIs that make it easier to communicate with your apps running on Android wearables. The APIs provide an automatically synchronized, persistent data store and a low-latency messaging interface that let you sync data, exchange control messages, and transfer assets.



Dynamic security provider



Provides an API that apps can use to easily install a dynamic security provider. The dynamic security provider includes a replacement for the platform's secure networking APIs, which can be updated frequently for rapid delivery of security patches. The current version includes fixes for recent issues identified in OpenSSL.



Google Play game services



Quests are a new set of APIs to run time-based goals for players, and reward them without needing to update the game. To do this, you can send game activity data to the Quests service whenever a player successfully wins a level, kills an alien, or saves a rare black sheep, for example. This tells Quests what’s going on in the game, and you can use that game activity to create new Quests. By running Quests on a regular basis, you can create an unlimited number of new player experiences to drive re-engagement and retention.



Saved games lets you store a player's game progress to the cloud for use across many screen, using a new saved game snapshot API. Along with game progress, you can store a cover image, description and time-played. Players never play level 1 again when they have their progress stored with Google, and they can see where they left off when you attach a cover image and description. Adding cover images and descriptions provides additional context on the player’s progress and helps drive re-engagement through the Play Games app.




App Indexing API



The App Indexing API provides a way for you to notify Google about deep links in your native mobile applications and drive additional user engagement. Integrating with the App Indexing API allows the Google Search app to serve up your app’s history to users as
instant Search suggestions, providing fast and easy access to inner pages in your app. The deep links reported using the App Indexing API are also used by Google to index your app’s content and surface them as deep links to Google search result.



Google Cast



The Google Cast SDK now includes media tracks that introduce closed caption support for Chromecast.



Drive



The Google Drive API adds the ability to sort query results, create folders offline, and select any mime type in the file picker by default.



Wallet



Wallet objects from Google take physical objects (like loyalty cards, offers) from your wallet and store them in the cloud. In this release, Wallet adds "Save to Wallet" button support for offers. When a user clicks "Save to Wallet" the offer gets saved and shows up in the user's Google Wallet app. Geo-fenced in-store notifications prompt the user to show and scan digital cards at point-of-sale, driving higher redemption. This also frees the user from having to carry around offers and loyalty cards.



Users can also now use their Google Wallet Balance to pay for Instant Buy transactions by providing split tender support. With split tender, if your Wallet Balance is not sufficient, the payment is split between your Wallet Balance and a credit/debit card in your Google Wallet.



Analytics



Enhanced Ecommerce provides visibility into the full customer journey, adding the ability to measure product impressions, product clicks, viewing product details, adding a product to a shopping cart, initiating the checkout process, internal promotions, transactions, and refunds. Together they help users gain deeper insights into the performance of their business, including how far users progress through the shopping funnel and where they are abandoning in the purchase process. Enhanced Ecommerce also allows users to analyze the effectiveness of their marketing and merchandising efforts, including the impact of internal promotions, coupons, and affiliate marketing programs.



Mobile Ads



Google Mobile Ads are a great way to monetise your apps and you now have access to better in-app purchase ads. We've now added a default implementation for consumable purchases using the Google Play In-app Billing service.



And that’s another release of Google Play services. The updated Google Play services SDK is now available through the Android SDK manager. For details on the APIs, please see New Features in Google Play services 5.0.











Wednesday, 25 June 2014

Games at Google I/O '14: Everyone's Playing Games

By Greg Hartrell, Product Manager, Google Play games








With Google I/O ‘14 here, we see Android and Google Play as a huge opportunity for game developers: 3 in 4 Android users are playing games, and with over one billion active Android users around the world, games are reaching and delighting almost everyone.

At Google, we see a great future where mobile and cloud services bring games to all the screens in your life and connect you with others. Today we announced a number of games related launches and upcoming technologies across Google Play Games, the Android platform and its new form factors.



Google Play Games



At last year’s Google I/O, we announced Google Play Games -- Google’s online game platform, with services and user experiences designed to bring players together and take Android and mobile games to the next level.

Google Play Games has grown at tremendous speed, activating 100 million users in the past 6 months. It’s the fastest growing mobile game network, and with such an incredible response, we announced more awesome enhancements to Google Play Games today.

Game Profile



The Play Games app now gives players a Game Profile, where they earn points and vanity titles from unlocking achievements. Players can also compare their profile with friends. Developers can benefit from this meta-game by continuing to design great achievements that reward players for exploring all the content and depth of their game.



Quests and Saved Games



Two new game services will launch with the next update for Google Play Services on Android, and through the Play Games iOS SDK:




  • Quests is a service that enables developers to create online, time-based goals in their games without having to launch an update each time. Now developers can easily run weekend or daily challenges for their player community, and reward them in unique ways.

  • Saved Games is a service that stores a player’s game progress across many screens, along with a cover image, description and total time played. Players never have to play level 1 again by having their progress stored with Google, and cover images and descriptions are used in Play Games experiences to indicate where they left off and attract them to launch their favorite game again.



We have many great partners who have started integrating Quests and Saved Games, here are just a few current or upcoming games.






























More tools for game developers



Other developer tools are now available for Play Games, including:




  • Play Games Statistics — Play Games adopters get easy effort game analytics through the Google Play Developer console today, including visualization of Player & Engagement statistics. What’s new is aggregated player demographic information for signed-in users, so you can understand the distribution of your player’s ages, genders and countries.

  • Play Games C++ SDK is updated with more cross-platform support for the new services and experiences we announced. Cocos2D-x, a popular game engine, is an early adopter of the Play Games C++ SDK bringing the power of Play Games to their developers.



Game enhancements for the Android Platform



With the announcement of the developer preview of the Android L-release, there are some new platform capabilities that will make Android an even more compelling platform for game development.




  • Support for OpenGL ES 3.1 in the L Developer Preview — Introducing powerful features like compute shaders, stencil textures, and texture gather, enables more interesting physics or pixel effects on mobile devices. Additional API and shading language improvements improve usability and reduce overhead.

  • Android Extension Pack (AEP) in the L Developer Preview — a new set of extensions to OpenGL ES that bring desktop class graphics to Android. Games will be able to take advantage of tessellation and geometry shaders, and use ASTC texture compression.

    We're pleased to be working with different GPU vendors to adopt AEP including Nvidia, ARM, Qualcomm, and Imagination Technologies.



  • Google Gamepad standards — We recently published a standard for gamepad input for OEMs and partners who create and enable these awesome input devices on Android. The standard makes this input mechanism compatible across Google platforms on Android, Chrome and Chromebooks. You can learn more here: Supporting Game Controllers.



Play Games on Android TV



And Google's game network is a part of the Android TV announcement — so think of Android on a TV, with a rich interface on a large screen, and fun games in your living room! Players will be able to earn achievements, climb leaderboards and play online with friends from an Android TV. This is only available through the developer preview, so game developers seeking a hardware development kit (the ADT-1) can make a request at http://developer.android.com/tv.



Updates rolling out soon



That’s a lot of games announcements! Our Play Games changes will roll out over the next few weeks with the update of Google Play Services and the Play Games App, and Android L-release changes are part of the announced developer preview. This gets us a big step closer to a world where Android and our cloud services enable games to reach all the screens in your life and connect you with others.



Greg Hartrell is the lead product manager for Google Play Games: Google's game platform that helps developers reach and unite millions of players. Before joining Google, he was VP of Product Development at Capcom/Beeline, and prior to that, led product development for 8 years at Microsoft for Xbox Live/360 and other consumer and enterprise product lines. In his spare time, he enjoys flying birds through plumbing structures, boss battles and pulling rare objects out of mystery boxes.














Get it on Google Play

Monday, 2 June 2014

New Demographic Stats in Google Play Games Services

By Ben Frenkel, Google Play Games team



Hey game developers, back in March you may remember we added new game statistics in the Google Play Developer Console for those of you who had implemented Google Play Games: our cross-platform game services for Android, iOS and the web.



Starting today, we're providing more insights into how your games are being used by adding country, age, and gender dimensions to the existing set of reports available in the Developer console. You’ll see demographics integrated into Overview stats as well as the Players reports for New and Active users.







In the Overview stats you can now see highlights of activity by age group, most active countries, and gender.






With a better understanding of your users’ demographic composition, you'll be able to make more effective decisions to improve retention and monetization. Here a few ways you could imagine using these new stats:




  • You just launched your new game globally, and expected it do particularly well in Germany. Using country demographic data, you see that Germany is much less active than expected. After some digging, you realize that your tutorial was not properly translated to German. Based on this insight, you immediately roll out a fix to see if you can improve active users in Germany.






In the Players stats section the new metrics reveal trends in how your app is doing across age groups, countries, and gender.






  • After Looking at your new demographics report you realize that your game is really popular with women in their mid-20s. Your in-app purchase data corroborates this, showing that the one female hero character is the most popular purchase. Empowered by this data, you race to add female hero characters to your game.




Additionally, if you're already using Google Play game services, there's no extra integration needed! By logging in to the Google Play Developer Console you can start using demographics to better inform your decisions today.


Wednesday, 7 May 2014

Google Play services 4.4

gps

A new release of Google Play services has now been rolled out to the world, and as usual we have a number of features that can make your apps better than before. This release includes a major enhancement to Maps with the introduction of Street View, as well as new features in Location, Games Services, Mobile Ads, and Wallet API.



Here are the highlights of Google Play services release 4.4:



Google Maps Android API

Starting with a much anticipated announcement for the Google Maps Android API: Introducing Street View. You can now embed Street View imagery into an activity enabling your users to explore the world through panoramic 360-degree views. Programmatically control the zoom and orientation (tilt and bearing) of the Street View camera, and animate the camera movements over a given duration. Here is an example of what you can do with the API, where the user navigates forward one step:

We've also added more features to the Indoor Maps feature of the API. You can turn the default floor picker off - useful if you want to build your own. You can also detect when a new building comes into focus, and find the currently-active building and floor. Great if you want to show custom markup for the active level, for example.



Activity Recognition

And while we are on the topic of maps, let’s turn to some news in the Location API. For those of you that have used this API, you may have seen the ability already there to detect if the device is in a vehicle, on a bicycle, on foot, still, or tilting.



In this release, two new activity detectors have been added: Running, and Walking. So a great opportunity to expand your app to be even more responsive to your users. And for you that have not worked with this capability earlier, we hardly need to tell the cool things you can do with it. Just imagine combining this capability with features in Maps, Games Services, and other parts of Location...



Games Services Update

In the 4.3 release we introduced Game Gifts, which allows you to request gifts or wishes. And although there are no external API changes this time, the default requests sending UI has been extended to now allow the user to select multiple Game Gifts recipients. For your games this means more collaboration and social engagement between your players.



Mobile Ads

For Mobile Ads, we’ve added new APIs for publishers to display in-app promo ads, which enables users to purchase advertised items directly. We’re offering app developers control of targeting specific user segments with ads, for example offering high-value users an ad for product A, or new users with an ad for product B, etc.



With these extensions, users can conveniently purchase in-app items that interest them, advertisers can reach consumers, and your app connects the dots; a win-win-win in other words.



Wallet Fragments

For the Instant Buy API, we’ve now reduced the work involved to place a Buy With Google button in an app. The WalletFragment API introduced in this release makes it extremely easy to integrate Google Wallet Instant Buy with an existing app. Just configure these fragments and add them to your app.

And that’s another release of Google Play services. The updated Google Play services SDK is now available through the Android SDK manager. Coming up in June is Google I/O, no need to say more…



For the release video, please see:

DevBytes: Google Play services 4.4



For details on the APIs, please see:

New Features in Google Play services 4.4





Tuesday, 18 March 2014

Google Developer Day at GDC

Day 2 of Game Developers Conference 2014 is getting underway and today Google is hosting a special Developer Day at Moscone Center in San Francisco.



Join us at the sessions



Building on yesterday’s announcements for game developers, we'll be presenting a series of sessions that walk you through the new features, services, and tools, explaining how they work and what they can bring to your games.



We'll also be talking with you about how to reach and engage with hundreds of millions of users on Google Play, build Games that scale in the cloud, grow in-game advertising businesses with AdMob, track revenue with Google Analytics, as well as explore new gaming frontiers, like Glass.



If you’re at the conference, the Google Developer Day sessions are a great opportunity to meet the developer advocates, engineers, and product managers of the Google products that drive users, engagement and retention for your games. If you’re remote, we invite you to sit-in on the sessions by joining the livestream below or on Google Developers channel on YouTube.



The Developer Day sessions (and livestream) kick off at 10:00AM PDT (5:00PM UTC). A complete agenda is available on the GDC Developer Day page.








LiquidFun 1.0



Last December we announced the initial release of LiquidFun, a C++ library that adds particle physics, including realistic fluid dynamics, to the open-source Box2D.



To get Google Developer Day started, we’re releasing LiquidFun 1.0, an update that adds multiple particle systems, new particle behaviors, and other new features.



Check out the video below to see what Liquid Fun 1.0 can do, visit the LiquidFun home page, or join today's LiquidFun session at Google Developer Day to learn how LiquidFun works and how to use particle physics in your games. The session starts at 4:35PM PDT (11:35PM UTC).








Monday, 17 March 2014

Google Play services 4.3

gps

Google Play services 4.3 has now been rolled out to the world, and it contains a number of features you can use to improve your apps. Specifically, this version adds some new members to the Google Play services family: Google Analytics API, Tag Manager, and the Address API. We’ve also made some great enhancements to the existing APIs; everything to make sure you stay on top of the app game out there.



Here are the highlights of the 4.3 release.



Google Analytics and Google Tag Manager

The Analytics API and Google Tag Manager has existed for Android for some time as standalone technologies, but with this release we are incorporating them as first class citizens in Google Play services. Those of you that are used to the API will find it very similar to previous versions, and if you have not used it before we strongly encourage you to take a look at it.

Google Analytics allows you to get detailed statistics on how you app is being used by your users, for example what functionality of your app is being used the most, or which activity triggers users to convert from an advertised version of an app to paid one. Google Tag Manager lets you change characteristics of your app on-the-fly, for example colors, without having to push an update from Google Play.



Google Play Games services Update

The furious speed of innovation in Android mobile gaming has not slowed down and neither have we when it comes to packing the Google Play Game services API with features.

With this release, we are introducing game gifts, which allows players to send virtual in-game requests to anyone in their Google+ circles or through player search. Using this feature, the player can send a 'wish' request to ask another player for an in-game item or benefit, or a 'gift' request to grant an item or benefit to another player.

This is a great way for a game to be more engaging by increasing cross player collaboration and social connections. We are therefore glad to add this functionality as an inherent part of the Games API, it is an much-wanted extension to the multi-player functionality included a couple of releases ago. For more information, see: Unlocking the power of Google for your games.



Drive API

The Google Drive for Android API was just recently added as a member of the Google Play services API family. This release adds a number of important features:

  • Pinning - You can now pin files that should be kept up to date locally, ensuring that it is available when the user is offline. This is great for users that need to use your app with limited or no connectivity


  • App Folders - An app often needs to create files which are not visible to the user, for example to store temporary files in a photo editor. This can now be done using App Folders, a feature is analogous to Application Data Folders in the Google Drive API


  • Change Notifications - You can now register a callback to receive notifications when a file or folder is changed. This mean you no longer need to query Drive continuously to check if the data has changed, just put a change notification on it


In addition to the above, we've also added the ability to access a number of new metadata fields.



Address API

This release will also includes a new Address API, which allows developers to request access to addresses for example to fill out a delivery address form. The kicker is the convenience for the user; a user interface component is presented where they select the desired address, and bang, the entire form is filled out. Developers have been relying on Location data which works very well, but this API shall cater for cases where the Location data is either not accurate or the user actually wants to use a different address than their current physical location. This should sound great to anyone who has done any online shopping during the last decade or so.



That’s it for this time. Now go to work and incorporate these new features to make your apps even better!

And stay tuned for future updates.



For the release video, please see:

DevBytes: Google Play Services 4.3



For details on the APIs, please see:

Google Analytics

Google Tag Manager

Google Play Games services Gifts

Google Drive Android API - Change Events

Google Drive Android API - Pinning

Google Drive Android API - App Folder

Address API



















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