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Re:The iOS and Android App Economies by Xuzz on Thursday December 09, 2010 @07:12PM (#1989906)
The other issue is that there is no "Android Hardware" -- the older or lower-end devices might not be able to power it. Then, though, it would only support a subset of the devices, and the more expensive ones at that, and Id is blamed, not the device itself.
Re:The iOS and Android App Economies by watty on Thursday December 09, 2010 @08:22PM (#1990151)
I don't have a problem with the author commenting on fragmentation or API issues increasing dev time. Does Rage HD run on all iPhones?

My comment was due to the way it's stated, "even possible on any Android device today", meaning that even with excess dev time, the application could not run on the newest Android device.

Re:The iOS and Android App Economies by Xuzz on Friday December 10, 2010 @01:54AM (#1990912)
Good point. I misread that.

RAGE works on all the iPhones that support iOS 4, which excludes the original iPhone and iPod touch. However, the hardware on those are reasonably identical to the second generation of devices, so that restriction is an arbitrary one by Apple.

Re:The iOS and Android App Economies by simonh on Friday December 10, 2010 @04:11AM (#1991112)
"even possible on any Android device today".

This is probably true. The fact that the current Android SDK requires wrapping OpenGL calls in a Java layer is cited by developers (it's mentioned up-thread) as a hindrance in writing highly performant games. Gruber chose his words carefully though, this is true today but the next Android update supposedly fixes this. We'll see.