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The thing is consoles historically let you close to the metal, which means if there's a problem it's either likely to be in hardware or your code. Since the 360
by fidotron 12y ago
The thing is consoles historically let you close to the metal, which means if there's a problem it's either likely to be in hardware or your code. Since the 360/PS3 era the amount of software between the game and the hardware has exploded, and on smartphones it's in a whole other league again. When you have a problem on Android establishing who or what the problem was, especially on under development firmware, is nightmarish because of how many things are going on. The inconsistency between philosophies of different components is what makes this task truly evil.
That said, the problems of handling screen size diversity and just getting your C++ OpenGL code with touch input wired up and working are greatly exaggerated by many.