| He didn't say anything about the quality of Windows RT / Windows Phone products. Sounds like he was just implying that they have a relatively small installed base compared to iOS / Android products. That's pretty hard to argue with. But... this is not very important anyway. There's no reason to have a "brand loyalty" flame war. Arguing and flaming about this on the internet is not productive. Let's just have a practical discussion about how to target multiple mobile platforms. If I was serious about writing a cross-platform mobile game, I would use some middle-ware like Unity, Unreal Engine, Cocos (yes there is a version for Windows Phone), etc. This takes care of the underlying differences between OpenGL ES and Direct 3D, so the developer can focus on the game itself and not worry too much about the rendering engine or graphics API. If I was writing some other app that used OpenGL ES, I could still make a port for Windows Phone / Windows RT by using a wrapper for the graphics-specific code. Such wrappers already exist, and it is not too terribly difficult to roll your own if you prefer. A lot of times, when you see a big game that is available on iOS, Android, AND Windows Phone / RT, usually they have done this: - Use middle-ware as discussed above already AND / OR: - Write the majority of the logic in C++ (all of these platforms have ways of utilizing C++ code), and use a graphics wrapper that isolates the rendering code, so you can work with OpenGL ES or Direct 3D interchangeably. |