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"Porting... should be trivial."

There is a world of difference between getting an <strikeout>executable program application</strikeout> app to run and designing one from the ground up that is platform specific and provides an optimal UX.



That's why I said "games", which are written in C++ and for which you only really need OpenGL ES. Other differences can be easily abstracted.

And when speaking about "games", they have their own UI, so providing an optimal UX is not about using OS-specific widgets.


Apologies. I missed your games distinction. Quite right.




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