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    • Game On! 游戏开发系列 - 031
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      • The Death of Base Game Activity - 1504030543
      • Surviving OpenGL Context Loss - 1504030546
      • WebP for Game Devs - 1504030547
      • Saved Games In-Depth (Part 1) - 1504070556
      • Saved Games In-Depth (Part 2) - 1504030548
      • Smaller Flipbook Textures with CRABBY - 1504030544
      • Google Tag Manager - 1504030545
      • Flatbuffers - 1505050794
      • Achievement Point Pointers - 1505050796
      • Frequency Scaling - 1505050797
      • Meet the Management APIs - 1501140367
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    • Android 性能优化 - 088
      • Garbage Collection in Android - 1503170425
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      • Tool - Profile GPU Rendering - 1501130354
      • Why 60fps? - 1501130355
      • Android UI and the GPU - 1501130356
      • Invalidations, Layouts, and Performance - 1501130357
      • Overdraw, Cliprect, QuickReject - 1501130358
      • Tool - Memory Monitor - 1501130363
      • Battery Performance 101 - 1501130364
      • Understanding Battery Drain on Android - 1501130365
      • Battery Drain and WakeLocks - 1501130366
      • Memory Performance 101 - 1504170661
    • I/O 2014 Android 开发专题 - 089
      • Activity Transitions - 1504020505
      • Building Apps For Android TV - 1504020520
      • Building great Android media experiences - 1504020510
      • Building a quality app from start to finish - 1504020515
      • App Indexing API - 1504020507
      • What's new in WebView - 1504010484
      • Bluetooth Low Energy - 1504010486
      • Building impressive Android media experiences - 1504010493
      • The next Generation of Authentication - 1504020497
      • Don't Alpha That Pixel! - 1504020523
      • NFC + HCE Your phone in an interactive world - 1504020509
      • Demystifying encodes and decodes of WebM - 1504020521
      • Google Cloud Messaging - 1504020524
      • Getting your Game on the Big Screen - 1504020518
      • I hear you like realtime memes - 1504020511
      • Offerize your App - 1504020506
      • Using the Android Job Scheduler - 1504020504
      • From Holo to Material - 1504020526
      • Under the Hood of Android Auto - 1504020501
      • Isolation for Android App Developers - 1504020498
      • Android Work - 1504010496
      • ExoPlayer: Adaptive video streaming on Android - 1504010489
      • Sample rates and resampling: Why can't we all just agree? - 1504010488
      • Drive Android API - 1504010485
    • Android Studio - 004
      • Layout Editor (Ep 3, Android Studio) - 1503290479
      • Introducing Gradle (Ep 2, Android Studio) - 1503170426
    • I/O 2014 Android 分发主题 - 091
      • Introduction to Google Play - 1504030534
      • Google Play: building your user community - 1504030535
      • Optimizing Apps for Education - 1504030536
      • Succeeding in Education Technology - 1504030530
      • Subscriptions Made Easy with Google Play - 1504030531
      • The world is your playground - go global with Google - 1504030533
      • Maximizing discoverability on Google Play - 1504030538
    • Android Auto - 003
      • Introduction to Android Auto - 1504130615
      • Android Auto Messaging - 1504130617
      • Android Auto Audio - 1504130616
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      • Designing for Android Wear - 1503210448
      • How We Customized Google Apps for Android Wear - 1503210450
      • Fullscreen apps for Android Wear - 1503210445
      • New Notification Features for Android Wear - 1503210446
      • Building Cloud-powered wearable Apps - 1503210449
      • An Introduction to Android Wear - 1503190435
      • Google I/O 2014 - Android Wear: The developer's perspective - 1503210442
      • Devoxx 2014 Interviews: Android Wear - 1503210440
      • DevBytes: Watch Faces for Android Wear - 1503210439
    • Android TV - 005
      • Using the Leanback library - 1504080588
      • Beach Buggy Racing Multiplayer with Nearby Connections (Play Services) - 1503060387
    • Android for Work - 106
      • Android for Work for Developers - 1503060390
      • App Configurations, Testing and Launchers - 1504110590
    • IO Bytes 2014 - Android - 066
      • Chrome Apps on Android and iOS - 1501080014
      • Perf Primer CPU, GPU and your Android game - 1501080017
  • Chrome 平台
    • IO Bytes 2014 - Chrome and Web - 067
      • Using the PageSpeed API - 1505070815
      • Fabulous Forms for the multi-device web - 1505070816
      • Testing multi-screen web pages - 1505070817
      • Responsive images today - 1505070819
      • Web Performance Testing at YouTube - 1505070828
      • Building sites for the multi-device web - 1505070820
      • Deep dive: Google Cloud Messaging for Chrome - 1505070827
  • Google 创业者资源
    • Coffee with a Googler - 012
      • Chat with Allen Huang of AndroidTV - 1503040384
      • Chat with Fred Chung about developer advocacy - 1503070395
      • Google Fit platform with Michelle Haq - 1503210443
      • Android Auto Product Manager Andrew Brenner - 1501120027
      • Chat with Francis Ma about Google Play services - 1501120028
    • Root Access For Startups - 077
      • What we learned building plug-ins for Android, with startup Magnet - 1503230453
      • How to use crowdfunding to your advantage, with startup Hale Devices - 1503280462
      • How to overcome customer objections when selling tech, with startup Guesswork - 1503280458
    • First Things First - 029
      • Getting started with Android: A crash-course in developing for Android - 1504120601
      • How to ask a question: conducting research for your startup - 1504120603
      • MVP Design Hacks: transform your hot idea into a validated prototype - 1504120602
      • Build something people want: Solving real problems - 1504120605
    • How I - 061
      • Use BigQuery to find my most valuable customers - 1504070573
      • Manage beta testing communities using Google Play - 1504070572
      • Use paper wireframing to build native prototypes - 1504070570
      • Used social media and $0 marketing to get 68 million users - 1504070568
      • Prep to fundraise with four questions - 1504070564
      • Validated my idea in 2 days (with no code) - 1504070562
      • Build open platforms on Android - 1504120596
      • Get cheap, automatic analytics for my business using BigQuery - 1504070571
      • Write press releases to get international media coverage - 1504070569
      • Test beta-product features using Google Apps - 1504070563
      • Use URL builder to measure ROI on social media - 1504070561
      • Use events to build DeadSocial's brand - 1504070557
      • Use BigQuery to visualize streaming data - 1503220452
      • Find, screen, and hire developers - 1503120406
      • Drive engagement with social challenges - 1504070558
  • 设计
    • DesignBytes - 017
      • Paper and Ink: The Materials that Matter - 1505050793
  • 云计算
    • DevBytes: Google Cloud Platform - 021
      • Powering the next killer app with the Google Cloud Platform - 1504210672
      • Introduction to Google Cloud Endpoints - 1504210675
      • The Beauty of Scale with Google Cloud Platform - 1504210678
    • Google Cloud Platform - Big Data - 105
      • GDELT & BigQuery: Understand the world - 1502200379
    • Uncategorized - 999
      • Introducing Google Cloud Platform Resources - 1501190370
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    • Launchpad Online - 072
      • The Setup: Creating new apps using Google APIs - 1503190428
      • Listing your files in Google Drive - 1503190429
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      • The Launchpad Online series - 1503190427
      • Getting started with Google Analytics - 1503290472
      • Accessing Google Maps from a spreadsheet?!? - 1502220381
      • Change the world in 10 lines of code - 1503080398
    • Google Play Services - 054
      • Google Play services 6.1 - 1503290481
      • Google Play Services 7.0 - 1503200437
      • Google Play Services 6.5 - 1501080015
    • 谷歌地图 iOS SDK - 053
      • Maps Live: New Features in the Google Maps Mobile APIs for Android and iOS - 1504300777
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      • Is your app in the Google index? - 1504120598
      • Get more engaged users with Google Search for Developers - 1503070397
    • DevBytes: Google Cast - 020
      • Google Cast SDK for Android - 1504180666
      • Media Router Framework - Part 1 - Media Router API - 1504180667
      • Overview for Google Cast Receivers - 1504180664
      • Google Cast SDK for iOS - 1504180663
    • Getting Started with the Google Maps SDK for iOS - 035
      • Getting started with the Google Maps SDK for iOS, Part 1 - 1504270757
    • IO Bytes 2014 - Wearables - 070
      • Voice Driven GDK Glassware - 1505280836
    • Route 85 - 078
      • Introducing Route 85 - 1501120022
      • Quick Tip: Don't Default that Switch! - 1501190371
      • OpenInChrome on iOS, Part 1 - 1501120023
      • OpenInChrome on iOS, Part 2 - 1501120024
      • OpenInChrome on iOS, Part 3 - 1501120025
      • OpenInChrome on iOS, Part 4 - 1501120026
    • DevBytes 2014 - 019
      • Web Components - Template - 1505040789
      • Wearable DataLayer API - 1505050792
      • Using srcset for responsive images - 1505050790
      • The picture element for art direction - 1505050791
    • Uncategorized - 999
      • Sun Surveyor brings augmented reality to photographers using Google Maps APIs - 1504200668
      • Snappy travels with the Roads API - 1503060392
      • Easy Maps Apps in Java and Python - 1501140030
  • Google 广告平台
  • Polymer
    • Polycasts - 076
      • The Awesome Power of Auto-Binding Templates -- Polycasts #08 - 1502220382
      • Content Switcheroo with Core-Pages -- Polycasts #09 - 1502200380
      • Core Iconset -- Polycasts #02 - 1505040788
  • Web 平台
    • HTTP 203 - 062
      • Gotchas - 1501140368
      • Font Rendering - 1501080016
    • Web Components - 081
      • DevBytes: Web Components - Overview - 1504250709
  • 宣传视频
    • Uncategorized - 999
      • Google Developers - 1501150369
      • I/O Extended 2014 - Join me - 1502220383
  • Google 各类开发者会议
    • 2014 Chrome 开发者高峰会议 - 009
      • Keynote - Chrome Dev Summit 2014 (Darin Fisher) - 1503120407
      • TLS All the Things! - Security with Performance(Chris Palmer) - 1503140412
      • Let’s build some apps with Polymer!(Rob Dodson) - 1503150415
      • Day One Closing Remarks(Sundar Pichai) - 1503150417
      • Chrome Leadership panel - 1503160422
      • Fundamentals of Mobile Web Development(Matt Gaunt) - 1503150416
    • 2015 游戏开发者大会中 - 039
      • FlatBuffers - 1504150640
      • Games for Google Cast - 1504150637
      • Top 10 Things Android Game Developers Should Know v 3.0 - 1504150643
      • Automate Publishing for Google Play APIs - 1504150639
      • 3 Game Design Mistakes You're Making - 1504150636
      • Android TV - 1504150638
      • How to Go Viral Without Really Trying - 1504150641
    • Devoxx 2014 Interviews - 024
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      • 如何成功地开发你的应用 Ellie Powers - 1504060550
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      • Playtime Shanghai event sizzle reel - 1504070552
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      • Episode 1 (Variable Length Codes) - 1502120373
      • Episode 2 (The LZ77 Compression Family) - 1502120374
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  1. Google 各类开发者会议
  2. 2015 游戏开发者大会中 - 039

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视频发布时间

2015年3月12日

视频介绍

What kinds of new experiences can you create once you start taking advantage of the multi-screen experience that you get from technologies like Google Cast? Find out in this lightning talk from Nathan Camarillo

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1504150637

解说词中文版:

谷歌主题音乐

主讲 对千篇一律的旧式游戏制作感到厌烦了吗

怀念同朋友在一起游戏的快感吗

今天我们将要聊一聊如何

利用Google Cast交互组件制作游戏

并用多屏游戏为客厅带来欢乐

那么什么是Google Cast 游戏

Google Cast 游戏允许移动设备和电视

之间进行多屏游戏

无论是单机还是多人游戏

你都可以在家庭显示器上获得极致联机体验

当你把家庭大屏显示器

和控制器结合的时候 见证奇迹的时候就到了

当然为了让体验更流畅

首先要考虑一下多屏游戏制作的

些许差别

首先 确保游戏能够又快又好的与Google Cast一起安装

所有多屏游戏需要利用Google Cast

SDK来发现附近的可利用投影设备

并且在游戏安装流程中

为用户呈现是否投射选项

其次 你需要了解游戏本身是否支持

投射或者对于游戏来说投射是否是必要的

关于玩家如何进入投射的流程或者说他们在没有

显示器和需要显示器的

的时候还能不能打开游戏

的每个选项都

有细微的不同考虑

如果游戏需要Google cast的终端才能运行的话

一定要显眼的告诉玩家

让他们先连上终端再说

这会在终端上激活一个类似于chromecast

的接收应用

如果游戏本身支持投射的话

意味着游戏在不需要Google Cast终端的情况下就能完美运行

你需要的只是清楚地调用这项功能

来把游戏投射到主屏幕上

为玩家提供更畅快的体验

那么设备相互之间是如何在Google Cast终端上

连接的呢

现有的很多模式你都能直接采用

但是相互之间也会有不一样的影响

咱们先来说说投射应用是如何工作的

这就开始说到技术话题了

发送应用连接请求到接收设备

例如chromecast等 同时传送

接收应用的应用ID来加载

应用 通过投射SDK里的开发控制台注册

接收设备使用URL从云端

加载接收应用 当然接收应用也在Developer Console上

注册过

每次发送设备上登陆应用的时候都会下载一次

投射SDK 建立并维持

处于接收应用和发送应用之间的部分

这个模板中的发送模板

通过这部分与接收应用交互

来完善电视的游戏体验

还有一种P2P的模式

首先一端连接到作为主发送机的设备

然后主发送机负责在

更新端状态的时候维持

发送机与端之间的连接

在这里指的就是伴随技术 像Google Play服务

的Real-time多玩家端就是个

维持端对端交互的好选择

然而在云中心的模式

一个云设备管理着大部分的游戏与玩家

的状态并保持所有客户端同步

在这个安装过程中 发送机和接收机都是

云设备的客户端

看这儿 Google Play游戏服务也能被

用作允许云的接口

所以说制作游戏有很多种方法

在2014年11月份我们所发出的一系列游戏中

都用了我们刚刚提到的那些制作游戏的方法

同游戏一样 当你在大屏幕上结合了

社交多玩家体制和移动设备的力量

你的创造天分就会闪耀金子的光芒

为什么这么说呢

因为移动设备是无与伦比的游戏手柄

信不信由你

你能使用触控 加速度传感器 滑动

选项 操纵杆 麦克风 喇叭 甚至于摄像头等多种交互工具

你能创造的游戏交互方式有很多

为何不大胆探索小心求证

现在我们来看看游戏控制的范围

抽象控制通过其他

如位移或者触摸等机制来与屏幕显示

进行交互

虚拟控制采用另一种方式

触摸屏幕的一部分来控制屏幕的另一部分

当你戳屏幕上想控制的角色的时候

直接性的控制就开始了 就像给了繁琐的问题

提出答案

当决定游戏交互输入的方式的时候

参考下游戏的核心特点

它的定位是什么

游戏的公开性与私人信息冲突了吗

是单机还是多人游戏

深层理解这些特征是如何影响游戏性

会帮助你采取合适的游戏交互输入方式

至于视觉设计 要避免不断地让玩家上下看屏幕

而使他们疲劳

参照电视游戏设计方针 设计十步距离的体验

同时参照移动设备设计方针 给一步距离的

体验

在这两者关系之间需要着重凸显的视觉元素

当你准确处理好的时候 你就创造了

一个全新的客厅游戏体验 玩家们也会

狂热的爱上你这个游戏

这情形已经发生在很多优秀的投影游戏身上

我们也希望下一个游戏会是你的

那么你要怎么做到呢

首先 点击下方链接

这里有很多尚未开发完成的游戏

等待着开发完善 这让玩家兴奋不已

来尽情发挥吧

以上就是我要说的全部内容

谢谢大家

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