Native Droid Games

Independent · since March 2025

Native Android games, measured

Notes for people who write Android games in C++ and Rust: what the NDK changed this month, where a frame spends its sixteen milliseconds, and which numbers survive a hot phone.

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For beginners

If you have written Java or Kotlin apps and want to move into native game code, read these four in order. They assume C++ but not Vulkan, and every number in them can be reproduced on a mid-range phone.

  1. Get a first Vulkan frame on screenCMake, NativeActivity, swapchain, and the four errors everyone meets.
  2. Make the audio not feel lateAAudio and Oboe, buffer sizing, and what the last 20 ms are made of.
  3. Measure a frame properlyPerfetto, timestamps, percentiles, and four false leads to ignore.
  4. Stay inside the memory budgetWhat a 4 GB phone gives you, and how to enforce it in the build.

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