Quote: "Works smoothly on mobiles (S3 / iphone 4 (even on a galaxy Ace which is more a "low end" device)"
Wath ace do you mean as samsung galaxy ace 2 is not really an low end machine?
Iam basing this on the fact that ace 1 have android froyo 2.2 if you dont root it and install gingerbread on to it.
samsung ace 2 have an 800 mhz dual core cpu that is many times faster then 1 ghz-1.2 ghz single core cpus that most mobile devices are fitted with.(older and cheap phones)
One conclusion i have found is that when drawing 3d on ios and android so is the traditional fps measurement completely wrong and obselete.
30 fps cand draw 3d on droid almost as well as 60 fps on a windows computer.
Its an jungle when optimizing for mobile devices.
The bottleneck on ios and droid is more the draw time it takes to draw the 3d on screen.
There is alot that feels wrong when you have learned to code on windows devices to get things right on mobile devices.
I whas more giving you a heads up on the fact that you nead to do constant device testing if its aimed for mobile devices.
And use your device with the lowest performance when doing so.
One example is with some of my devices where my samsung galaxy y is a crapp phone on the paper but performes extremely well?
it have an single core cpu with 832 mhz and the funny thing is that it seams to not be locked to 60 fps like many other android machines.
it runs my platformer game at almost constant 60 and higher fps while my other 800 mhz device runs it at 30-45 fps.
One thing i noticed as well is that an silly and extremly small update in the code could make everything sluggish as the pipelines seamed to fill up.
Some thing i have read on the various dev blogs seam to be that some devs use more drawcalls instead of minimizing them when doing 3d to get better performance.
This seams to be something with the uv texture mapping when using subimages for texturing.
But ok ! this whas about more complex 3d games
I havent got so far as you have on my 3d project for android thats why iam a bit intrested on how it goes with your project
Iam still working on my 3d placement editor where i use various shaders to tile map and do various texture effects.
Shaders are complicated on ios and android and a huge performance killer.
So post as much feddback you can on bottle necks and other problems to get it working on droid
Ps.....
I want to point out that i whas impressed by the last video

My bad english sometimes gives the wrong impression i want to give

And yes i want a video as i love to watch progress videos.
Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz