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As an additional point, when we compiled the code without errors and ironed the glitches in initialization code, as soon as it started the graphics correctly for the first time, it went right through the intro sequence, and into the game. Without any noticeable visual errors. I think I can safely say this is the first time ever. Normally, we'd have a few weeks of unexplainable black screens, inverted colors, garbage in textures, broken shaders, etc, until it looks ok visually. With K1, this just worked.
This is the breaking point where we can finally start shipping same games on both PC and in the "mobile space" (including microconsoles, future TVs, etc).
Specifaclly, how the hell will you do the controls?
Sir, you cannot imagine how much you've made my day.
For Sam, it will most definitely work best with a gamepad (or a keyboard+mouse :P). But with Android plugging in a gamepad or keyboard/mouse is just as transparent as on a PC. I think even in iOS you can get some gamepads lately, though not sure when it will boast HW as powerful as this one is.
But the main point is that the main target for Sam here is not playing on touchscreen (though we will no doubt enable that, just it won't be as practical), but any of the upcoming micro-consoles, made in the way Shield, Ouya or Mojo are layed out, or for use with things like Samsung Game Pad or iControlPad.
This video is funny too: "It's a console game!". While it's a straight PC, not console , port....
HTH
Having NVIDIA Kepler technology on a mobile processor truly is a miracle no less. The fact that such a graphically advanced game as Serious Sam 3 is even possible on a mobile device is nothing short of stunning. Congratulations.