Index
A
- Acorn RISC Machine (ARM) / ARM
- action feedback, UX polishing / Action feedback
- adb / Using a proper test environment
- ADT-1 / Exploring Android televisions and STBs
- advantages, C++ for games
- universal game programming language / Universal game programming language
- cross-platform portability / Cross-platform portability
- faster execution / Faster execution
- CPU architecture support / CPU architecture support
- advertisement monetization, terminologies
- advertisements styles, for Android games
- about / Types of advertisements
- banner advertisements / Banner advertisements
- interstitial advertisements / Interstitial advertisements
- video advertisements / Video advertisements
- in-game dynamic advertisements / In-game dynamic advertisements
- Ahead-of-time (AOT) compilation
- about / Android game development
- allocation tracker / Tracking memory allocation
- Amazon billing services
- about / Amazon billing services
- ResponseReceiver / ResponseReceiver
- PurchasingService / PurchasingService
- PurchasingListener / PurchasingListener
- analytic tools
- about / Analytic tools, Some useful analytic tools
- requisites / Requirement of analytics tools
- monetization aspects / Monetization aspects of analytic tools
- Flurry / Flurry
- GameAnalytics / GameAnalytics
- Crashlytics / Crashlytics
- AppsFlyer / AppsFlyer
- Apsalar / Apsalar
- Mixpanel / Mixpanel
- Localytics / Localytics
- Appcelerator / Appcelerator
- Android
- about / Android game development
- future, in VR / Future of Android in VR
- Android-enabled STB devices
- Freebox Mini 4K / Exploring Android televisions and STBs
- Forge TV / Exploring Android televisions and STBs
- Shield Android TV / Exploring Android televisions and STBs
- OgleBox Android TV / Exploring Android televisions and STBs
- LG UPlus Android TV / Exploring Android televisions and STBs
- Arcadyan BouygtelTV / Exploring Android televisions and STBs
- Android-specific polishing
- about / Android-specific polishing
- optimum use, of hardware buttons / Optimum use of hardware buttons
- Android functionalities and features, implementing / Sticking to basic Android features and functionalities
- longer background running possibility / Longer background running
- Google guidelines, following for Play Store / Following Google guidelines for Play Store efficiency
- Android.mk file, options
- CLEAR_VARS / Android.mk configuration
- BUILD_SHARED_LIBRARY / Android.mk configuration
- BUILD_STATIC_LIBRARY / Android.mk configuration
- PREBUILT_SHARED_LIBRARY / Android.mk configuration
- PREBUILT_STATIC_LIBRARY / Android.mk configuration
- TARGET_ARCH / Android.mk configuration
- TARGET_PLATFORM / Android.mk configuration
- TARGET_ARCH_ABI / Android.mk configuration
- LOCAL_PATH / Android.mk configuration
- LOCAL_MODULE / Android.mk configuration
- LOCAL_MODULE_FILENAME / Android.mk configuration
- LOCAL_SRC_FILES / Android.mk configuration
- Android application
- life cycle / Life cycle of Android application and games
- performance / Performance of games and applications
- memory management / Memory management of games and applications
- Android build process
- native shared library / Native shared library
- native static library / Native static library
- Android consoles
- exploring / Exploring Android consoles
- Game Stick / Exploring Android consoles
- Mad Catz MOJO / Exploring Android consoles
- GamePop / Exploring Android consoles
- development insights on / Development insights on Android consoles
- Android DDMS
- about / Android DDMS
- connecting, to Android device filesystem / Connecting an Android device filesystem
- profiling methods / Profiling methods
- thread information monitoring / Thread information monitoring
- heap information monitoring / Heap information monitoring
- memory allocation, tracking / Tracking memory allocation
- network traffic, monitoring / Monitoring and managing network traffic
- network traffic, managing / Monitoring and managing network traffic
- log information, tracking with Logcat / Tracking log information using Logcat
- device operations, emulating / Emulating device operations
- Android Debug Bridge (adb)
- about / Android Debug Bridge
- client, on development machine / Android Debug Bridge
- daemon / Android Debug Bridge
- server, on development machine / Android Debug Bridge
- using, on Android device / Using adb on an Android device
- Android Development Tool (ADT)
- about / Android Development Tool
- Android device
- Android Debug Bridge (adb), using on / Using adb on an Android device
- Android device debugging
- about / Device debugging
- usage, of breakpoints / Use of breakpoints
- Android device filesystem
- Android DDMS, connecting to / Connecting an Android device filesystem
- Android device testing
- about / Device testing
- prototype testing / Prototype testing
- full/complete testing / Full or complete testing
- regression testing / Regression testing
- release testing/run testing / Release testing or run testing
- Android game development
- about / Android game development
- features and support / Features and support
- challenges / Challenges
- user experience / User experience
- design constrains / Design constraints
- Android game life cycle
- about / Game life cycle
- Android games
- success, reasons / Android game development
- lifecycle / Life cycle of Android application and games
- performance / Performance of games and applications
- memory management / Memory management of games and applications
- publishing / Publishing Android games
- self publishing / Self publishing
- publishing, through publishers / Publishing through publishers
- Android games, featuring qualities
- about / Featuring Android games
- creativity and uniqueness / Creativity and uniqueness
- user reviews and ratings / User reviews and ratings
- download count / Download count
- revenue amount / Revenue amount
- Android in-app purchase integration
- Android in-game advertisements
- about / Android in-game advertisements
- working / Android in-game advertisements
- requisites / Requirement for advertisements
- Android library shaders
- about / Android library shaders
- BitmapShader / Android library shaders
- ComposeShader / Android library shaders
- LinearGradient / Android library shaders
- RadialGradient / Android library shaders
- SweepGradient / Android library shaders
- Android mobiles
- exploring / Exploring Android mobiles
- development insights on / Development insights on Android mobiles
- Android NDK
- about / Introduction to the Android NDK
- working / How the NDK works
- Android PackageManager / Maintaining battery usage
- Android programming structure
- about / The Android programming structure
- class formation / Class formation
- call hierarchy / Call hierarchy
- Android RunTime (ART)
- about / Android game development
- Android SDK
- about / Android SDK, Android SDK
- used, for creating sample game loop / Creating a sample game loop using the Android SDK
- Android STBs
- exploring / Exploring Android televisions and STBs
- development insights on / Development insights on Android TV and STBs
- Android Studio
- about / Android Studio
- Android project view / Android project view
- memory and CPU monitor view / Memory and CPU monitor
- Android tablets
- exploring / Exploring Android tablets
- development insights on / Development insights on Android tablets
- Android televisions
- exploring / Exploring Android televisions and STBs
- Android TV
- development insights on / Development insights on Android TV and STBs
- Android Virtual Device (AVD)
- about / Android Virtual Device, Android AVDs
- configuring / Configuring AVD
- hardware profile / Configuring AVD
- system image mapping / Configuring AVD
- dedicated disk space / Configuring AVD
- other features / Configuring AVD
- attribute factors / Android AVDs
- Android VR development best practices
- about / Android VR development best practices
- draw call limitations / Draw call limitations
- triangle count limitations / Triangle count limitations
- steady FPS, keeping / Keeping a steady FPS
- overheating problems, overcoming / Overcoming overheating problems
- better audio experience / Better audio experience
- proper project settings, setting up / Setting up proper project settings
- proper test environment, using / Using a proper test environment
- Android VR game market, challenges
- about / Challenges with the Android VR game market
- low target audience / Low target audience
- limited game genres / Limited game genres
- long game sessions / Long game sessions
- limited device support / Limited device support
- real-time constraints / Real-time constraints
- Android VR games
- about / VR in Android games
- history / History of Android VR games
- technical specifications / Technical specifications
- current industry situation / Current Android VR game industry
- Android watches
- exploring / Exploring Android watches
- development insights on / Development insights on Android watches
- animation polishing
- about / Animation polishing
- Appcelerator
- reference / Some useful analytic tools
- about / Appcelerator
- Application.mk file, options
- APP_PROJECT_PATH / Application.mk configuration
- APP_OPTIM / Application.mk configuration
- APP_CFLAGS / Application.mk configuration
- APP_CPPFLAGS / Application.mk configuration
- APP_BUILD_SCRIPT / Application.mk configuration
- APP_ABI / Application.mk configuration
- APP_PLATFORM / Application.mk configuration
- NDK_TOOLCHAIN_VERSION / Application.mk configuration
- APP_STL / Application.mk configuration
- APP_LDFLAGS / Application.mk configuration
- application memory distribution
- about / Application memory distribution
- application priority
- about / Application priority
- active process / Active process
- visible process / Visible process
- active services / Active services
- background process / Background process
- applications
- versus games / Games versus applications
- applications, as game
- qualifying criteria / Games versus applications
- application services
- about / Application services
- misconceptions / Application services
- life cycle / Service life cycle
- AppsFlyer
- reference / Some useful analytic tools
- about / AppsFlyer
- Apsalar
- reference / Some useful analytic tools
- about / Apsalar
- Arcadyan BouygtelTV / Exploring Android televisions and STBs
- art assets / Art assets
- ART message log
- about / ART message log
- art optimization
- about / Art optimization
- art polishing
- about / Art polishing
- UI polishing / UI polishing
- animation polishing / Animation polishing
- marketing graphics / Marketing graphics
- asset optimization tools
- about / Asset optimization tools
- full asset optimization / Full asset optimization
- sprites, creating / Creating sprites
- ATC / ATC
- attribute factors, Android Virtual Device (AVD)
- name of AVD / Name of the AVD
- AVD resolution / AVD resolution
- AVD display size / AVD display size
- Android version API level / Android version API level
- Android target version / Android target version
- CPU architecture / CPU architecture
- RAM amount / RAM amount
- hardware input options / Hardware input options
- other options / Other options
- extended AVD settings / Extended AVD settings
- audio assets / Audio assets
- Avatar / Motion pictures
B
- banner advertisements / Banner advertisements
- base port / Dalvik Debug Monitor Server
- best optimization practices
- about / Best optimization practices
- design constraints / Design constraints
- development optimization / Development optimization
- data structure model / Data structure model
- asset-using techniques / Asset-using techniques
- cache data, handling / Handling cache data
- best practices, for making Android game
- about / Best practices for making an Android game
- game quality, maintaining / Maintaining game quality
- minimalistic user interface / Minimalistic user interface
- maximum resolutions, supporting / Supporting maximum resolutions
- maximum devices, supporting / Supporting maximum devices
- background behavior / Background behavior
- interruption handling / Interruption handling
- battery usage, maintaining / Maintaining battery usage
- extended support, for multiple visual quality / Extended support for multiple visual quality
- social networking, introducing / Introducing social networking and multiplayer
- multiplayer, introducing / Introducing social networking and multiplayer
- best testing practices
- about / Best testing practices
- tools / Tools and APIs
- APIs / Tools and APIs
- testing techniques / Testing techniques
- BitmapShader / Android library shaders
- build dependency
- about / Build dependency
- Android SDK / Android SDK
- C++ compiler / C++ compiler
- Python / Python
- Gradle / Gradle
- Cygwin / Cygwin
- Java / Java
C
- C++, for games
- about / C++ for games – pros and cons
- advantages / Advantages of using C++
- disadvantages / Disadvantages of using C++
- conclusion / Conclusion
- C++ compiler
- about / C++ compiler
- cameras
- fixed camera / Cameras in the game world
- rotating camera / Cameras in the game world
- moving camera / Cameras in the game world
- third-person camera / Cameras in the game world
- first-person camera / Cameras in the game world
- Cardboard
- headset components / Cardboard headset components
- Cardboard application
- working principle / Cardboard application working principle
- upgrades / Upgrades and variations
- variations / Upgrades and variations
- Cardboard development styles
- VR game, exiting / Launching and exiting the VR game
- VR game, launching / Launching and exiting the VR game
- VR device adaptation / VR device adaptation
- display properties / Display properties
- in-game components / In-game components
- game controls / Game controls
- Cardboard SDK
- about / Introduction to the Cardboard SDK
- basic guide, for developing games / Basic guide to develop games with the Cardboard SDK
- career billing services / Career billing services
- Coby Kyros MID7047
- configuration specifications / Exploring Android tablets
- Cocos2d-x
- color resources / Color resources
- common game development mistakes
- about / Common game development mistakes
- use of non-optimized images / Use of non-optimized images
- use of full utility third-party libraries / Use of full utility third-party libraries
- use of unmanaged networking connections / Use of unmanaged networking connections
- substandard programming, using / Using substandard programming
- shortcut, during development / Taking a shortcut
- common optimization mistakes
- about / Common optimization mistakes
- programming mistakes / Programming mistakes
- design mistakes / Design mistakes
- wrong game data structure / Wrong game data structure
- incorrect usage of game services / Using game services incorrectly
- ComposeShader / Android library shaders
- Concurrent Mark Sweep (CMS) / ART message log
- Concurrent Partial Mark Sweep (CPMS) / ART message log
- Concurrent Sticky Mark Sweep (CSMS) / ART message log
- Corona
- CPA / CPC/CPA
- CPC / CPC/CPA
- CPI / CPI
- CPU architectures, supported by NDK
- Crashlytics
- reference / Some useful analytic tools
- about / Crashlytics
- cross-platform tools
- about / Cross-platform tools
- Cocos2d-x / Cocos2d-x
- Unity3D / Unity3D
- Unreal Engine / Unreal Engine
- PhoneGap / PhoneGap
- Corona / Corona
- Titanium / Titanium
- custom shaders
- writing / Writing custom shaders
- Cygwin / Cygwin
D
- 2D/3D performance comparison
- about / 2D/3D performance comparison
- different look and feel / Different look and feel
- 3D processing, heavier than 2D processing / 3D processing is way heavier than 2D processing
- 2D assets optimization
- about / Optimizing 2D assets
- size optimization / Size optimization
- data optimization / Data optimization
- process optimization / Process optimization
- 2D rendering pipeline / The 2D rendering pipeline
- 3D assets optimization
- about / Optimizing 3D assets
- polygon count, limiting / Limiting the polygon count
- model optimization / Model optimization
- 3D rendering pipeline / The 3D rendering pipeline
- Dalvik Debug Monitor Server (DDMS)
- about / Dalvik Debug Monitor Server
- Dalvik message log
- about / Dalvik message log
- Dalvik Virtual Machine (DVM)
- about / Android game development
- data file optimization
- about / Data file optimization
- debugging for Android
- while working with cross-platform engines / Debugging for Android while working with cross-platform engines
- design optimization
- about / Design optimization
- game design optimization / Game design optimization
- technical design optimization / Technical design optimization
- design polishing
- about / Design polishing
- UX, designing / Designing UX
- game flow, polishing / Polishing the game flow
- metagame, polishing / Polishing the metagame
- game economy balance / Game economy balance
- game difficulty balance / Game difficulty balance
- development insights, on Android consoles / Development insights on Android consoles
- development insights, on Android mobiles / Development insights on Android mobiles
- development insights, on Android tablets / Development insights on Android tablets
- development insights, on Android TV and STBs
- UI and game design / UI and game design
- overscan / Overscan
- development insights, on Android watches
- about / Development insights on Android watches
- wearable application, creating / Creating and setting up a wearable application
- wearable application, setting up / Creating and setting up a wearable application
- correct libraries, including in project / Including the correct libraries in the project
- hardware compatibility issues, with Android versions / Hardware compatibility issues with Android versions
- development polishing
- about / Development polishing
- memory optimization / Memory optimization
- performance optimization / Performance optimization
- portability / Portability
- device configuration options, Android
- about / Device configuration
- processor / Processor
- RAM / RAM
- GPU / GPU
- display quality / Display quality
- battery capacity / Battery capacity
- disadvantages, C++ for games
- about / Disadvantages of using C++
- high program complexity / High program complexity
- platform dependent compiler / Platform-dependent compiler
- manual memory management / Manual memory management
- Draw 9-Patch
- about / Draw 9-Patch
- drawable resources / Drawable resources
- DXTC / DXTC
E
- Eclipse, for Android development
- eCPM / eCPM
- example smart TV
- specifications / Exploring Android televisions and STBs
- exception handling, in Android games
- about / Exception handling in Android games
- syntax / Syntax
- scope / Scope
- exceptions, in game development process
- null pointer exceptions / Null pointer exceptions
- index out of bound exceptions / Index out of bound exceptions
- arithmetic exceptions / Arithmetic exceptions
- input/output exceptions / Input/output exceptions
- network exceptions / Network exceptions
- custom exceptions / Custom exceptions
F
- features and support, Android game development
- direct manipulation interface / Features and support
- excellent support, of multimedia / Features and support
- Android device hardware configuration / Features and support
- virtual reality / Features and support
- fields, virtual reality (VR)
- video games / Video games
- education and learning / Education and learning
- architectural design / Architectural design
- fine arts / Fine arts
- urban design / Urban design
- motion pictures / Motion pictures
- medical therapy / Medical therapy
- fillrate / Fillrate
- first-person camera / Cameras in the game world
- fixed camera / Cameras in the game world
- Flurry
- reference / Some useful analytic tools
- about / Flurry
- Forge TV / Exploring Android televisions and STBs
- FPS system
- about / The FPS system
- controlling / Controlling FPS
- frame rate / Life cycle of Android application and games
- frames per second (FPS) / Creating a sample game loop using the Android SDK
- Freebox Mini 4K / Exploring Android televisions and STBs
- full length ads / Full length ads
G
- GameAnalytics
- reference / Some useful analytic tools
- about / GameAnalytics
- game controls
- about / Control concepts
- types / Types of controls
- Fuse Button / Fuse button
- visual countdown / Visual countdown
- fuse button indication / Fuse button indication
- control placement / Control placement
- game design optimization
- about / Game design optimization
- game design standards
- about / Game design standards
- game overview / Game overview
- gameplay details / Gameplay details
- game progression / Game progression
- storyboard / Storyboard and game elements
- game elements / Storyboard and game elements
- level design / Level design
- artificial intelligence / Artificial intelligence
- art style / Art style
- technical reference / Technical reference
- change log / Change log
- game development, for VR devices
- about / Game development for VR devices
- VR game design / VR game design
- VR target audience / VR target audience
- VR game development constraints / VR game development constraints
- game loop / Life cycle of Android application and games
- about / Introduction to the game loop
- user input / User input
- game update / Game update
- state update / State update
- frames, rendering / Rendering frames
- gameplay programming
- about / Gameplay programming
- GamePop / Exploring Android consoles
- game portability
- about / Game portability
- screen sizes, supporting / Support for various screen sizes
- multiple hardware configurations, supporting / Support for multiple hardware configurations
- game programming specifications
- about / Game programming specifications
- gameplay programming / Gameplay programming
- graphics programming / Graphics programming
- technical programming / Technical programming
- game promotion channels
- about / Game promotion channels
- YouTube channels / YouTube channels
- Android forums / Android forums
- sports forums / Sports forums
- Facebook promotion / Facebook promotion
- Twitter, and other social platforms / Twitter and other social platforms
- game revenue, planning
- about / Planning game revenue
- revenue, versus profit / Revenue versus profit
- revenue sources / Revenue sources
- regional variations, of revenue plan / Regional variations of revenue plan
- game revenue, sources
- about / Revenue sources
- advertisement revenue / Advertisement revenue
- in-app purchase revenue / In-app purchase revenue
- other sources / Other revenue sources
- games
- versus applications / Games versus applications
- game state machine
- general idea / General idea of a game state machine
- Game Stick / Exploring Android consoles
- game tool programming
- about / Game tool programming
- game update
- about / Game update and user interface
- geometry shaders / Geometry shaders
- Google Analytics
- about / Google Analytics
- significance / Significance
- integration tips / Integration tips
- best utilization / Best utilization
- Google Cloud Messaging (GCM) / Push notifications
- Google Daydream / Google Daydream
- Google IAB
- about / Google IAB
- integrating / Integrating Google IAB
- advantages / Advantages and disadvantages of Google IAB
- disadvantages / Advantages and disadvantages of Google IAB
- Google IAB model
- about / The Google IAB model
- consumable items / Consumable items
- non-consumable items / Non-consumable items
- subscriptions / Subscriptions
- Google Leaderboard
- about / Google Leaderboard
- significance / Significance
- integrating / Integrating Google Leaderboard
- variations / Variety of leaderboards
- Google Nearby / Introducing social networking and multiplayer
- Google Play Services
- about / Google Play Services
- Gradle
- about / Gradle
- graphics programming
- about / Graphics programming
H
- hardware dependency
- about / Hardware dependency
- display / Display or rendering
- rendering / Display or rendering
- memory load/unload operations / Memory load/unload operations
- logical operations / Logical operations
- HDPI / Display quality
- heap memory / Heap memory, Heap memory
- Hierarchy Viewer
- about / Hierarchy Viewer
I
- in-app purchase options
- about / In-app purchase options
- store billing services / Store billing services
- career billing services / Career billing services
- in-app purchases
- about / What are in-app purchases?
- types / Types of in-app purchases
- consumable items / Consumable items
- non-consumable items / Non-consumable items
- subscriptions / Subscriptions
- in-game dynamic advertisements / In-game dynamic advertisements
- industry best practices
- about / Industry best practices
- design standards / Design standards
- programming standards / Programming standards
- instrumented tests
- about / Instrumented test
- interrupt handling
- about / Interrupt handling
- interstitial advertisements / Interstitial advertisements
- integration best practice / Integration best practice
J
- Java / Java
- Java Native Interface (JNI) / How the NDK works
L
- layout resources / Layout resources
- LDPI / Display quality
- leaderboards
- storing, options / Options for storing and displaying leaderboards
- displaying, options / Options for storing and displaying leaderboards
- LG G Watch
- specifications / Exploring Android watches
- LG UPlus Android TV / Exploring Android televisions and STBs
- libraries for game development, on wearable devices
- notifications / Including the correct libraries in the project
- Wearable Data Layer / Including the correct libraries in the project
- Wearable UI support library / Including the correct libraries in the project
- LinearGradient / Android library shaders
- local network multiplayer / Local network multiplayer
- local test
- about / Local test
- Localytics
- reference / Some useful analytic tools
- about / Localytics
- log messages
- about / Checking log messages
- Dalvik message log / Dalvik message log
- ART message log / ART message log
- Lower CamelCase / Programming standards
M
- Mad Catz MOJO / Exploring Android consoles
- MDPI / Display quality
- memory footprint, monitoring
- about / Monitoring the memory footprint
- log messages, checking / Checking log messages
- heap update, checking / Checking heap updates
- memory allocation, tracking / Tracking memory allocation
- overall memory usage, checking / Checking overall memory usage
- memory leaks, tracking / Tracking memory leaks
- memory load/unload operations
- heap memory / Heap memory
- stack memory / Stack memory
- register memory / Register memory
- Read-only memory (ROM) / ROM
- memory management, in Android
- about / Memory management in Android
- shared application memory / Shared application memory
- memory allocation and deallocation / Memory allocation and deallocation
- application memory distribution / Application memory distribution
- memory optimization
- memory segments
- about / Different memory segments
- stack memory / Stack memory
- heap memory / Heap memory
- register memory / Register memory
- menu resources / Menu resources
- meta design / User behavior
- microconsoles / Exploring Android consoles
- Micromax Bolt A24
- configuration specification / Exploring Android mobiles
- Microprocessor without Interlocked Pipeline Stages (MIPS) / MIPS
- Mixpanel
- reference / Some useful analytic tools
- about / Mixpanel
- mobile game loop, with touch interface
- working / Game update and user interface
- mobile phones
- market shares, since 2012 / Exploring Android mobiles
- modern age Android console
- specifications / Exploring Android consoles
- modern VR systems / Modern VR systems
- monetization aspects, analytic tools
- about / Monetization aspects of analytic tools
- popular regions, identifying of game / Identify popular regions of the game
- likes and dislikes, identifying of users / Identify a user's likes and dislikes
- metagame, validating / Validate and improve the metagame
- metagame, improving / Validate and improve the metagame
- paying users, tracking / Track paying users
- advertisement display, tracking / Track and count advertisement display
- advertisement display, counting / Track and count advertisement display
- monetization techniques
- about / Monetization techniques
- premium model / Premium model
- free model / Free model
- freemium model / Freemium model
- try-and-buy model / Try-and-buy model
- moving camera / Cameras in the game world
- multiplayer implementation
- about / Multiplayer implementation
- real-time multiplayer / Real-time multiplayer
- turn-based multiplayer / Turn-based multiplayer
- single-screen real-time multiplayer / Single-screen real-time multiplayer
- pass and play turn-based multiplayer / Pass and play turn-based multiplayer
- local network multiplayer / Local network multiplayer
- multiple architecture support
- integration, advantages / Advantages and disadvantages of integrating multiple architecture support
- integration, disadvantages / Advantages and disadvantages of integrating multiple architecture support
N
- native code performance / Native code performance
- native project build configuration
- about / Native project build configuration
- Android.mk configuration / Android.mk configuration
- Application.mk configuration / Application.mk configuration
- native shared library / Native shared library
- native static library / Native static library
- NativeTrackTM
- about / AppsFlyer
- Neon architecture / Neon
- network programming
- about / Network programming
O
- OgleBox Android TV / Exploring Android televisions and STBs
- OpenGL
- used, for rendering / Rendering using OpenGL
- texture compression / Texture compression and OpenGL, DXTC
- OpenGL 1.x / OpenGL 1.x
- OpenGL 2.0 / OpenGL 2.0
- OpenGL 3.0 / OpenGL 3.0
- OpenGL 3.1 / OpenGL 3.1
- OpenGL manifest configuration / OpenGL manifest configuration
- OpenGL rendering system / The 3D rendering pipeline
- OpenGL version
- detecting / Detecting and setting the OpenGL version
- setting / Detecting and setting the OpenGL version
- OpenGL versions
- about / OpenGL versions
- OpenGL 1.x / OpenGL 1.x
- OpenGL 2.0 / OpenGL 2.0
- OpenGL 3.0 / OpenGL 3.0
- OpenGL 3.1 / OpenGL 3.1
- optimization fields, in Android games
- resource optimization / Resource optimization
- design optimization / Design optimization
- memory optimization / Memory optimization
- performance optimization / Performance optimization
- OUYA
- about / Exploring Android consoles
- specifications / Exploring Android consoles
- overall performance optimization
- about / Optimizing overall performance
- base resolution, selecting / Choosing the base resolution
- portability range, defining / Defining the portability range
- program structure / Program structure
- database management / Managing the database
- network connection management / Managing the network connection
- frame rate, increasing / Increasing the frame rate
P
- pass and play turn-based multiplayer / Pass and play turn-based multiplayer
- performance, and memory
- balance between / Balance between performance and memory
- relation between / Relationship between performance and memory management
- performance optimization
- performance profiling tools
- about / Performance profiling tools
- PhoneGap
- pixel shaders / Pixel shaders
- platform-specific specialties
- about / Platform-specific specialties
- Android mobiles / Android mobiles
- Android tablets / Android tablets
- Android televisions / Android televisions and STBs
- Android STBs / Android televisions and STBs
- Android consoles / Android consoles
- Android watches / Android watches
- play testing
- about / Play testing
- user gameplay difficulty levels / User gameplay difficulty levels
- user actions, during gameplay / User actions during gameplay
- user actions, while browsing game / User actions while browsing the game
- monetization / Whether the user is paying or not
- smoothing running, of game / Whether the game is running smoothly
- gameplay, adopting / Whether the user can adopt the gameplay
- user retention / User retention
- polishing
- requisites / Requirements for polishing
- development polishing / Development polishing
- art polishing / Art polishing
- design polishing / Design polishing
- private RAM / Private RAM
- processing segments, in Android
- about / Processing segments in Android
- application priority / Application priority
- application services / Application services
- resource processing / Resource processing
- ProGuard
- Proportionate Set Size (PSS) / Shared application memory
- Public Leaderboard / Public Leaderboard
- push notifications
- database / Database
- server / Server
- target device / Target device
- GCM service / GCM service
- integrating / Integrating push notifications
- application integration / Application integration
- GCM setup / GCM setup
- server setup / Server setup
- push notifications, significance
- about / Significance of push notifications
- user retention / User retention
- user control / User control
- user behavior, knowing / Knowing user behavior
- alternative communication channel / Alternative communication channel
- PVRTC / PVRTC
- Python
- about / Python
R
- RadialGradient / Android library shaders
- Razor Forge TV
- specifications / Exploring Android consoles
- read-only memory (ROM) / ROM
- real-time multiplayer / Real-time multiplayer
- real-time operating system (RTOS) / Android game development
- real-time operating systems (RTOS) / Expanded VR gaming concepts and development
- regional variations, of revenue plan
- about / Regional variations of revenue plan
- user base variations / User base variations
- user behavior variations / User behavior variations
- register memory / Register memory, Register memory
- rendering pipeline, in Android
- 2D rendering pipeline / The 2D rendering pipeline
- 3D rendering pipeline / The 3D rendering pipeline
- requisites, analytic tools
- user behavior / User behavior
- game crash reports / Game crash reports
- game event triggers / Game event triggers
- gameplay session timing / Gameplay session timing
- gameplay frequency / Gameplay frequency
- game balancing / Game balancing
- user retention / User retention
- piracy prevention / Piracy prevention
- research and development programming
- resource optimization
- about / Resource optimization
- art optimization / Art optimization
- sound optimization / Sound optimization
- data file optimization / Data file optimization
- resource processing
- about / Resource processing
- drawable resources / Drawable resources
- layout resources / Layout resources
- color resources / Color resources
- menu resources / Menu resources
- tween animation resources / Tween animation resources
- other resources / Other resources
- RISC (Reduced Instruction Set Computing) / ARM
- rotating camera / Cameras in the game world
S
- sample game loop
- creating, Android SDK used / Creating a sample game loop using the Android SDK
- Samsung Galaxy S6
- configuration specification / Exploring Android mobiles
- services, Google Play Services package
- Google Analytics / Google Analytics
- Google IAB / Google IAB
- Google Leaderboard / Google Leaderboard
- push notifications / Push notifications
- SFXs / SFXs
- shaders
- about / Introduction to shaders
- necessity / Necessity of shaders
- benefits / Necessity of shaders
- consequences / Necessity of shaders
- scope / Scope of shaders
- working / How shaders work
- types / Types of shaders
- pixel shaders / Pixel shaders
- vertex shaders / Vertex shaders
- geometry shaders / Geometry shaders
- tessellation shaders / Tessellation shaders
- through OpenGL / Shaders through OpenGL
- using, in games / Use of shaders in games
- in 2D game space / Shaders in a 2D game space
- in 3D game space / Shaders in a 3D game space
- shaders, in games
- pros / Shaders in a 3D game space
- cons / Shaders in a 3D game space
- shared application memory
- about / Shared application memory
- Shield Android TV / Exploring Android televisions and STBs
- short length ads / Short length ads
- single-screen real-time multiplayer / Single-screen real-time multiplayer
- SmartTags
- about / Apsalar
- Social Leaderboard / Social Leaderboard
- Sony Xperia Z4
- configuration specifications / Exploring Android tablets
- sound effects, UX polishing
- about / Sound effects
- theme music / Theme music
- SFXs / SFXs
- sound optimization
- about / Sound optimization
- sound programming
- about / Sound programming
- stack memory / Stack memory
- about / Stack memory
- working / Stack memory
- store billing services
- about / Store billing services
- Amazon billing services / Amazon billing services
- strategic placement, of debug statements
- about / Strategic placement of different debug statements
- memory allocation / Memory allocation
- object state, tracking at runtime / Tracking the object state at runtime
- program flow, checking / Checking the program flow
- object values, tracking / Tracking object values
- styles, for different development engines
- about / Different styles for different development engines
- programming languages / Different programming languages
- work principles / Different work principles
- target platforms / Different target platforms
- SweepGradient / Android library shaders
T
- target device configuration, Android
- selecting / Choosing the target device configuration
- game scale / Game scale
- target audience / Target audience
- feature requirement / Feature requirement
- scope for portability / Scope for portability
- target OpenGL ES version, selection factors
- about / Choosing the target OpenGL ES version
- performance / Performance
- texture support / Texture support
- device support / Device support
- rendering feature / Rendering feature
- programming comfort / Programming comfort
- technical design optimization
- about / Technical design optimization
- technical design standards
- about / Technical design standards
- game analysis / Game analysis
- design pattern / Design pattern and flow diagram
- flow diagram / Design pattern and flow diagram
- technical specification / Technical specification
- tools / Tools and other requirements
- other requirements / Tools and other requirements
- resource analysis / Resource analysis
- testing requirements / Testing requirements
- scope analysis / Scope analysis
- risk analysis / Risk analysis
- change log / Change log
- technical programming
- about / Technical programming
- sound programming / Sound programming
- network programming / Network programming
- game tool programming / Game tool programming
- research and development programming / Research and development programming
- tessellation shaders / Tessellation shaders
- testing techniques
- about / Testing techniques
- local test / Local test
- instrumented test / Instrumented test
- texture compression, OpenGL
- about / Texture compression and OpenGL
- ATC / ATC
- PVRTC / PVRTC
- DXTC / DXTC
- theme music / Theme music
- third-person camera / Cameras in the game world
- Titanium
- tools, for testing
- about / Tools for testing
- test case, creating / Creating a test case
- test fixture, setting up / Setting up your test fixture
- test preconditions, adding / Adding test preconditions
- test methods, adding to verify activity / Adding test methods to verify an activity
- transaction effects, UX polishing / Transaction effects
- turn-based multiplayer / Turn-based multiplayer
- tween animation resources / Tween animation resources
U
- UI polishing
- about / UI polishing
- Unity3D
- Unreal Engine
- about / Unreal Engine
- pros / Unreal Engine
- cons / Unreal Engine
- Upper CamelCase / Programming standards
- user acquisition techniques
- about / User acquisition techniques
- game promotion channels / Game promotion channels
- game blogs / Game blogs and forum discussions
- forum discussions / Game blogs and forum discussions
- paid user acquisition / Paid user acquisition
- other techniques / Other techniques
- user retention techniques
- about / User retention techniques
- daily bonus / Daily bonus
- leaderboards and achievements / Leaderboards and achievements
- offerwall Integration / Offerwall Integration
- push notifications / Push notifications
- frequent updates / Frequent updates
- UX polishing
- about / Taking care of the UX
- visual effects / Visual effects
- sound effect / Sound effects
- transaction effects / Transaction effects
- action feedback / Action feedback
V
- variations, Google Leaderboard
- Social Leaderboard / Social Leaderboard
- Public Leaderboard / Public Leaderboard
- vertex shaders / Vertex shaders
- video advertisements / Video advertisements
- full length ads / Full length ads
- short length ads / Short length ads
- virtual reality (VR)
- about / Understanding VR
- evolution / Evolution of VR
- fields / Use of VR, Education and learning, Medical therapy
- virtual reality therapy (VRT) / Medical therapy
- visual effects, UX polishing / Visual effects
- VR development / Expanded VR gaming concepts and development
- VR game, exiting
- Back button, hitting / Hitting the Back button
- Home button, hitting / Hitting the Home button
- VR game design / VR game design
- VR game development, through Google VR
- about / VR game development through Google VR
- Android SDK used / Google VR using the Android SDK
- Android NDK used / Google VR using Android NDK
- VR game development constraints / VR game development constraints
- VR gaming concepts / Expanded VR gaming concepts and development
- VR target audience / VR target audience
X
- x86 architecture / x86
- XHDPI / Display quality
- XXHDPI / Display quality
- XXXHDPI / Display quality
Z
- zipalign