If only people spent as much time working on a decent platform like Andengine (which works on most devices with little effort) instead of porting ios code and ending up with apps that only work on devices they were tested on (or complained from).
It makes sense they have to deal with problems all the time since they clearly don't have a thorough understanding of the Android platform itself and what it takes to actually support the range of devices. Buying $1,000+ of test hardware will also not fix your problem if the problem is not doing things properly. You certainly won't get it by patching ios-based code every time a customer complains.
How do you anticipate problems like buggy GL drivers with inconsistent shader implementations? At the rate new devices are coming out it seems impossible for any framework to cover them all.
Fair point, but like I said, if everyone works in bubbles they will all have to deal with this over and over again in different ways. Since these game companies are not actually doing anything for the platform itself, like sharing their libraries for dealing with the issues, they of course will find it painful.
This reminded me completely of the pre-jquery era where if you wanted some advanced JS functionality you'd have to reinvent the wheel over and over in dealing with browser inconsistencies. After years of bitching and moaning people finally released libraries to deal with the issue.
These companies have the right to complain, but complaining will not actually help solve anything except give them a way out avoiding the the complexities of porting platform-specific code to another platform.
It makes sense they have to deal with problems all the time since they clearly don't have a thorough understanding of the Android platform itself and what it takes to actually support the range of devices. Buying $1,000+ of test hardware will also not fix your problem if the problem is not doing things properly. You certainly won't get it by patching ios-based code every time a customer complains.