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Well, that is a fundamental problem, not a problem specific to Android. For years, pc game makers have complained about the costs of developing for PC due to va
by revoltingx 17y ago
Well, that is a fundamental problem, not a problem specific to Android.
For years, pc game makers have complained about the costs of developing for PC due to varying support from graphic cards.
So, you end up having to write various rendering engines with a lot of conditionals and the ability to change the setup via a menu.
Now, add to this a crap-load of varying input devices, single/multi touch screen, and you've got the same problem that PC game makers have but worse.
It's not the API that needs to be standardized, but the hardware. The only reason that the iphone doesn't have this problem is because they only have 2 or 3 devices and they're all pretty standard hardware-wise.
Most console game makers site the reason of developing for a console is the standardized hardware. However, you get lock-in with that.
So, it really is a fundamental flaw/problem.
Beside, that's why programming languages have 'if/else'.
Yes, you have to do a lot of testing on your end, but you're not stuck to one platform.
Also, if you want to program your run of the mill program, then the standardized API is more than capable. But like I said, if you're making a (high-performance) game, you have to sacrifice things, this is true for ALL platforms.
- jrockway 17y agoA good point. Amateur developers can't afford multiple devices to test on (Android), but they also can't afford to be rejected indefinitely (Apple). So really, there is no good platform for developing mobile games on.