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Graphics
Building excellent games with better graphics and performance
Building excellent games with better graphics and performance

13 3月 2025

Posted by Matthew McCullough – VP of Product Management, Android We’re stepping up our multiplatform gaming offering with exciting ne...


Wide Color Photos Are Coming to Android: Things You Need to Know to be Prepared
Wide Color Photos Are Coming to Android: Things You Need to Know to be Prepared

20 5月 2019

Posted by Peiyong Lin, Software Engineer Android is now at the point where sRGB color gamut with 8 bits per color channel is not enoug...


Optimize, Develop, and Debug with Vulkan Developer Tools
Optimize, Develop, and Debug with Vulkan Developer Tools

13 4月 2016

Posted by Shannon Woods, Technical Program Manager Today we're pleased to bring you a preview of Android development tools for Vulkan™...


Low-overhead rendering with Vulkan
Low-overhead rendering with Vulkan

10 8月 2015

Posted by Shannon Woods, Technical Program Manager Developers of games and 3D graphics applications have one key challenge to meet: How...


Game Performance: Explicit Uniform Locations
Game Performance: Explicit Uniform Locations

22 4月 2015

Posted by Shanee Nishry , Games Developer Advocate Uniforms variables in GLSL are crucial for passing data between the game code on the CP...


Game Performance: Layout Qualifiers
Game Performance: Layout Qualifiers

26 3月 2015

Today, we want to share some best practices on using the OpenGL Shading Language (GLSL) that can optimize the performance of your game and s...


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Android 4.0 Graphics and Animations

01 11月 2011

[This post is by Romain Guy and Chet Haase, Android engineers who have been known to collaborate on the subject of graphics, UIs, and anima...


Introducing ViewPropertyAnimator
Introducing ViewPropertyAnimator

30 5月 2011

[This post is by Chet Haase, an Android engineer who specializes in graphics and animation, and who occasionally posts videos and articles ...