Category Archives: Android

Desktop class performance on a mobile phone?

I recently bought an iPhone 5S (this is partly why I’ve taken a short detour from the platform game – this will resume in my next post!). Once again Apple have managed to create hype around a new CPU which … Continue reading

Posted in Android, benchmarking, F#, iOS, Mono, performance | Tagged , , , , , | 2 Comments

F# and Monogame Part 4 – Content Pipeline

If you’ve used XNA in the past you’ll have an opinion on the Content Pipeline. For some, it’s an amazing way to prebuild and optimize content, and detect problems before deployment. For others, it’s a pain in the bum. Personally, … Continue reading

Posted in Android, F#, iOS, Mono, Monogame | 3 Comments

F# and Monogame Part 2 – Android

In my last post I showed how to get a Monogame Game class running on MacOS. This time it’s Android’s turn. I’m going to assume you already have Xamarin Studio, the F# Android templates and Monogame installed. Getting started Create … Continue reading

Posted in Android, F#, Mono | Tagged , , | 4 Comments