@Paulo Pinto:
Yes, it's true that you cannot manipulate the hw screenbuffers directly, but you can manipulate memory buffers that have the same format as the target screen in C (and writing and copying/blitting arrays is much faster than in Java), this is not possible from Java.
Regarding OpenGL, I agree.
Regarding the few Nokia models that have, yes, I also agree that Nokia have been prioritizing badly in the regard, however it is pretty certain that this is history now going forward with Symbian^3 requiring OpenGL hardware as a minimum configuration to even work.
I wouldn't go as far as to say that all competitors has had OpenGL acceleration "for ages". The first Android devices did not, and Android only got support for it "recently" (about a year ago).
Regarding Symbian devices being bad at 3D - well, if you're referring to Nokia than yes, but both the Samsung OmniaHD and Sony Ericsson's Satio and Vivaz are quite capable, and in fact faster at 3D than the iPhone 3GS.
But no doubt, the N8 is the first in a long time from Nokia, and not a moment too soon.
@clonmult:
I do not disagree on any particular point, but you have to remember that what you refer to as "bloat" is not always so. I mean with abstraction comes vaste, yes. But as a developer I would really not want to go back to the "early days", where you had to do everything in assembly. The complexity in games and applications today, assembly would way to tedious to work with. Life is too short, and I want to get my games out before the platform I am working on is obsolete, before I am done. The old way is too time-consuming and inflexible. Sorry to say, I am an old dog as well, remembering the Atari ST and Amiga and Archimedes, but I am glad that sw development is easier today.
Lastly, regarding Creebies, yes it is an achievement, but the framerate is not nearly as high as the Polarbit games, luckily it doesnt matter for that games since it is not a "speed" game. A racing game or action game requires a high framerate (22 fps or better), and in this regard I think Polarbit did the correct prioritization. The problem is that graphics in the 5800 and N97 is rather slow compared to the screen size, and rendering the whole screen in full resolution at, say 25 fps, is a challenge to say the least, esspecially since the CPU has to do all the copying and also all the game calculations (physics, gamelogic, transformations etc.) every frame. Maybe Polarbit could have used even more time at optimizing, but it is propably not worth it.
With the new N8, everything will be much easier, since every single draw operation, blitting and transformations will, at the very least, be done by the GPU at vastly faster rate (5-6 times faster), and hence freeing up the CPU to do just the physics and gamelogic.
This is nice, because it will mean that the N8 will get a lot more games and entertainment software (propably a lot will be iPhone ports), because it is now very easy to do. This is a good for Nokia people 😉