Spring was about the parts of a build that break quietly. A page-size default changed under every native library, a profile format that everyone expected to help turned out not to reach native code, and a memory-type choice started showing up two frames later. The Vulkan walkthrough is the one piece that is not about a problem: it is the shortest path we know to a frame you can then profile.
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The 16 KB page checklist, one year later
Assets are now the bigger half of the problem. Pad mapped files in the packer, not the loader.
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Baseline profiles do not help native code, but their siblings do
A cold start broken down: 0.3 s runtime, 1.1 s texture upload, 0.5 s pipeline creation.
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The memory type you pick is a promise about the next frame
Device-local is not always faster. Check the heap properties and watch for per-frame copies.
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NDK and Vulkan: from an empty folder to the first frame
CMake, a native activity, a swapchain and a clear colour, with the four errors everyone hits.
Next month: audio latency, measured on five phones, and the frame budget of a mid-range device.