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Showing posts with label Firebase. Show all posts
Showing posts with label Firebase. Show all posts

Making Great Mobile Games with Firebase

Tuesday, August 15, 2017

So much goes into building and maintaining a mobile game. Let’s say you want to ship it with a level builder for sharing content with other players and, looking forward, you want to roll out new content and unlockables linked with player behavior. Of course, you also need players to be able to easily sign into your soon-to-be hit game.

With a DIY approach, you’d be faced with having to build user management, data storage, server side logic, and more. This will take a lot of your time, and importantly, it would take critical resources away from what you really want to do: build that amazing new mobile game!

Our Firebase SDKs for Unity and C++ provide you with the tools you need to add these features and more to your game with ease. Plus, to help you better understand how Firebase can help you build your next chart-topper, we’ve built a sample game in Unity and open sourced it: MechaHamster. Check it out on Google Play or download the project from GitHub to see how easy it is to integrate Firebase into your game.
Before you dive into the code for Mecha Hamster, here’s a rundown of the Firebase products that can help your game be successful.

Analytics

One of the best tools you have to maintain a high-performing game is your analytics. With Google Analytics for Firebase, you can see where your players might be struggling and make adjustments as needed. Analytics also integrates with Adwords and other major ad networks to maximize your campaign performance. If you monetize your game using AdMob, you can link your two accounts and see the lifetime value (LTV) of your players, from in-game purchases and AdMob, right from your Analytics console. And with Streamview, you can see how players are interacting with your game in realtime.

Test Lab for Android - Game Loop Test

Before releasing updates to your game, you’ll want to make sure it works correctly. However, manual testing can be time consuming when faced with a large variety of target devices. To help solve this, we recently launched Firebase Test Lab for Android Game Loop Test at Google I/O. If you add a demo mode to your game, Test Lab will automatically verify your game is working on a wide range of devices. You can read more in our deep dive blog post here.

Authentication

Another thing you’ll want to be sure to take care of before launch is easy sign-in, so your users can start playing as quickly as possible. Firebase Authentication can help by handling all sign-in and authentication, from simple email + password logins to support for common identity providers like Google, Facebook, Twitter, and Github. Just announced recently at I/O, Firebase also now supports phone number authentication. And Firebase Authentication shares state cross-device, so your users can pick up where they left off, no matter what platforms they’re using.

Remote Config

As more players start using your game, you realize that there are few spots that are frustrating for your audience. You may even see churn rates start to rise, so you decide that you need to push some adjustments. With Firebase Remote Config, you can change values in the console and push them out to players. Some players having trouble navigating levels? You can adjust the difficulty and update remotely. Remote Config can even benefit your development cycle; team members can tweak and test parameters without having to make new builds.

Realtime Database

Now that you have a robust player community, you’re probably starting to see a bunch of great player-built levels. With Firebase Realtime Database, you can store player data and sync it in real-time, meaning that the level builder you’ve built can store and share data easily with other players. You don't need your own server and it’s optimized for offline use. Plus, Realtime Database integrates with Firebase Auth for secure access to user specific data.

Cloud Messaging & Dynamic Links

A few months go by and your game is thriving, with high engagement and an active community. You’re ready to release your next wave of new content, but how can you efficiently get the word out to your users? Firebase Cloud Messaging lets you target messages to player segments, without any coding required. And Firebase Dynamic Links allow your users to share this new content — or an invitation to your game — with other players. Dynamic Links survive the app install process, so a new player can install your app and then dive right into the piece of content that was shared with him or her.

At Firebase, our mission is to help mobile developers build better apps and grow successful businesses. When it comes to games, that means taking care of the boring stuff, so you can focus on what matters — making a great game. Our mobile SDKs for C++ and Unity are available now at firebase.google.com/games.

By Darin Hilton, Art Director

Open sourcing the Firebase SDKs

Wednesday, May 17, 2017

Today, at Google I/O 2017, we are pleased to announce that we are taking our first steps towards open sourcing our client libraries. By making our SDKs open, we’re aiming to show our commitment to greater transparency and to building a stronger developer community. To help further that goal, we’ll be using GitHub as a core part of our own toolchain to enable all of you to contribute as well. As you find issues in our code, from inconsistent style to bugs, you can file issues through the standard GitHub issue tracker. You can also find our project in the Google Open Source directory. We’re really looking forward to your pull requests!

What’s open?

We’re starting by open sourcing several products in our iOS, JavaScript, Java, Node.js and Python SDKs. We'll be looking at open sourcing our Android SDK as well. The SDKs are being licensed under Apache 2.0, the same flexible license as existing Firebase open source projects like FirebaseUI.

Let's take a look at each repo:

Firebase iOS SDK 4.0

https://github.com/firebase/firebase-ios-sdk

With the launch of the Firebase iOS 4.0 SDKs we have made several improvements to the developer experience, such as more idiomatic API names for our Swift users. By open sourcing our iOS SDKs we hope to provide an additional avenue for you to give us feedback on such features. For this first release we are open sourcing our Realtime Database, Auth, Cloud Storage and Cloud Messaging (FCM) SDKs, but going forward we intend to release more.

Because we aren't yet able to open source some of the Firebase components, the full product build process isn't available. While you can use this repo to build a FirebaseDev pod, our libraries distributed through CocoaPods will continue to be static frameworks for the time being. We are continually looking for ways to improve the developer experience for developers, however you integrate.

Our GitHub README provides more details on how you build, test and contribute to our iOS SDKs.

Firebase JavaScript SDK 4.0

https://github.com/firebase/firebase-js-sdk

We are excited to announce that we are open sourcing our Realtime Database, Cloud Storage and Cloud Messaging (FCM) SDKs for JavaScript. We’ll have a couple of improvements hot on the heels of this initial release, including open sourcing Firebase Authentication. We are also in the process of releasing the source maps for our components, which we expect would really improve the debuggability of your app.

Our GitHub repo includes instructions on how you can build, test and contribute.

Firebase Admin SDKs

Node.js: https://github.com/firebase/firebase-admin-node
Java: https://github.com/firebase/firebase-admin-java
Python: https://github.com/firebase/firebase-admin-python

We are happy to announce that all three of our Admin SDKs for accessing Firebase on privileged environments are now fully open source, including our recently-launched Python SDK. While we continue to explore supporting more languages, we encourage you to use our source as inspiration to enable Firebase for your environment (and if you do, we'd love to hear about it!)

We're really excited to see what you do with the updated SDKs - as always reach out to us with feedback or questions in the Firebase-Talk Google Group, on Stack Overflow, via the Firebase Support team, and now on GitHub for SDK issues and pull requests! And to read about the other improvements to Firebase that launched at Google I/O, head over to the Firebase blog.

By Salman Qadri, Firebase Product Manager

A sizzling open source release for the Australian Election site

Wednesday, September 28, 2016

Originally posted on the Geo Developers Blog

One of the best parts of my job at Google is 20 percent time. While I was hired to help developers use Google’s APIs, I value the time I'm afforded to be a student myself—to learn new technologies and solve real-world problems. A few weeks prior to the recent Australian election an opportunity presented itself. A small team in Sydney set their sights on helping the 15 million voters stay informed of how to participate, track real-time results, and (of course) find the closest election sausage sizzle!


Our team of designers, engineers and product managers didn't have an immediate sense of how to attack the problem. What we did have was the power of Google’s APIs, programming languages, and Cloud hosting with Firebase and Google Cloud Platform.



The result is a mish-mash of some technologies we'd been wanting to learn more about. We're open sourcing the ausvotes.withgoogle.com repository to give developers a sense of what happens when you get a handful of engineers in a room with a clear goal and a immovable deadline.

The Election AU 2016 repository uses:

  • Go from Google App Engine instances to serve the appropriate level of detail for users' viewport queries from memory at very low latency, and
  • Dart to render the live result maps on top of Google Maps JavaScript API using Firebase real time database updates.

A product is only as good as the attention and usage is receives. Our team was really happy with the results of our work:

  • 406,000 people used our maps, including 217,000 on election day.
  • We had 139 stories in the media.
  • Our map was also embedded in major news websites, such as Sky News.

Complete setup and installation instructions are available in the GitHub README.

By Brett Morgan, Developer Programs Engineer
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