I'd say so. I think that people need to be prepared for making adjustments for different platforms - different screen resolutions for example. Because if you just rely on a virtual resolution, your overall visual quality might suffer. For example, if you make your app run at 1024x768, good for PC and iPad - then make it run at 960x640 - maybe an Android tablet, well the 960x640 version will be squished a little, you won't have the same image quality as with the 1024x768 version. It depends on the game of course, but it would be better to aim for the devices native resolution and avoid scaling. It won't matter so much with 3D games (when AppGameKit get's it's 3D commands) - but with things like GUI's, and well drawn sprites, you'd want to get the most from them, by making it a bit more dynamic, be prepared to rearange the display and stuff.
As for a platform though, well it's a no brainer - use AppGameKit, because even if you do have to make allowances for smaller resolutions to keep visual quality at maximum - well compared to porting to other languages, especially iOS, the work is practically a non-issue. It might take a good programmer months to write an iOS or Android version from a PC version, AppGameKit kicks that whole issue into the bin.
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