China Joy 2015 came as scheduled, and AnySDK made a stunning debut, bringing enterprise version, cloud service version and plug-in self-service development function to meet the vast number of developers, ensuring that developers can focus more on game development without worrying too much about channel access. It is a common understanding in the industry that mobile game profitability is highly dependent on channels. However, there are currently more than 300 domestic Android channels of all sizes. For developers, it is time-consuming and laborious to access these channels one by one, and it does not improve the quality of the game. The life cycle of mobile games is relatively short. Generally, it takes 12 man-months for a game to access the SDKs of 52 channels. If developers spend a lot of time on channel access, it will inevitably affect the timely launch of the game. With AnySDK, all these troubles will disappear. AnySDK is known as the "best local packaging tool" that can help developers process SDK access at a speed of 5 minutes per channel package. Moreover, after being packaged by AnySDK, the package size is surprisingly small. On the server side, AnySDK also provides powerful integration functions. Developers no longer need to connect to each channel server for the game. As long as they connect to the AnySDK server, all channel updates, maintenance and other messages will be processed through the AnySDK server. It has to be said that AnySDK is the best solution for tedious channel access work. But we have to face the reality that there are more and more similar products on the market. Why does AnySDK make developers choose it? AnySDK has won the trust of developers with its high efficiency, security and openness. AnySDK launched the enterprise version in early 2015 to address developers' biggest concerns in the following two aspects: ensuring data security and privacy, and meeting the special requirements of some channels. Developers can put the AnySDK Enterprise Edition server on their own private servers, and have full control over all operational data, eliminating concerns to the greatest extent possible. In fact, AnySDK's security measures are the most comprehensive among similar products: from the deployment location of the server, to the preventive measures of secondary packaging, to the monitoring of abnormal behavior, and the packaging and reinforcement functions of professional security companies, effective security protection measures run through the entire process. In addition, AnySDK has launched a new "AnySDK plug-in self-service open platform", where any developer can develop plug-ins according to the platform's specifications and standards, and all the hundreds of SDK plug-ins that AnySDK has previously developed will be open source. In this way, all suppliers, users, individual programmers, etc. within the AnySDK system can become AnySDK plug-in developers. There are two situations for the use of plugins: 1. General Edition users: All plugins contributed by developers to the general edition will be strictly tested, including functional, performance and standard specification tests. Only plugins that pass the test will be allowed to be put on the shelves, and the source code of the put-on plugins will be merged into the main source code repository and can be used by everyone. If there are bugs in the plugin or the SDK is updated later, anyone can continue to develop and maintain it based on this version; 2. Enterprise Edition users: Enterprise Edition users can develop plugins by themselves and put them online on the enterprise edition by themselves, without passing the official test of AnySDK, which can achieve more flexible use effects. AnySDK will greatly reduce the time cost of game development for developers and improve development efficiency, because with AnySDK, developers no longer have to worry about things like channel access. |
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