The iOS support in SDL 1.3 seems far more mature than the Android support (currently lacking multitouch for example).
I was recently reading the NVIDIA presentation on porting games to Android (which is a good read, it’s on their Developer Center website), and apparently it’s possible to entirely avoid Java glue by
using NativeActivity on Android 2.3 (Gingerbread) or above, but there are a few things one can not do with NativeActivity… And a lot of devices are still on Android 2.2 (Froyo) or earlier.
Seems a bit of a mess on the whole, and I’m not sure that SDL currently complies with all of the requirements for onPause/onStop/onResume/onRestart/focus handling, there are some aspects of mobile dev
that are very unobvious to someone porting from desktop - like the requirement of being able to completely save state and resume later (in a hurry!) so that the user doesn’t even know the app was
destroyed in the interim.
That said, I’m liking Android dev.On 07/29/2011 06:07 AM, Brian Barnes wrote:
William Dyce wrote:
That’s normal: we don’t necessarily want to actually use it, just compile
for it so we can cash in on the people rich enough to afford it 
Not sure how I can afford any of that unless my work cover it. Well, if they
want a Mac port they’ll have to 
Or the mac mini route, then you can just re-use one of your USB mice/keyboard. Not sure about the monitor, you might need a dongle. That’s probably your most low cost option, but if you spend a little
extra you can get a really nice laptop AND you can partition the drive and run windows or linux or whatever you use normally.
I’m a desktop guy, so I have an 8-core monster mac 
And dim3’s port to iOS pretty much went without a hitch, after changing a bunch of stuff around. Now to start testing SDL’s touch controls
So far, so good for SDL 1.3. I’ve actually run into one
weird problem, but not sure if it’s me or not, so I need to track it down.
[>] Brian
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LordHavoc
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