Radically Cross Platform: Animation

Radically Cross Platform: Animation

(This is a continuing series sharing design and implementation notes for a cross platform 2D game or graphical app engine I wrote in C# using Xamarin and Monogame.) It was hard to choose next between covering the animation system, physics engine, or custom scripting...
Radically Cross Platform: Spritesheets

Radically Cross Platform: Spritesheets

(Third in the "Radically Cross Platform" series of posts; see previous posts about Xamarin, Memory Management, and Serialization.) This is supposed to be about spritesheets, aka texture atlases, which are raster (bitmap, or pixel based) collections of...

Radically Cross Platform: Serialization

(This is the third in the “Radically Cross Platform” series of posts; see previous posts about Xamarin and Memory Management.) When in the early stages of developing my cross platform game/graphical app engine, my first task was reading as much as I could...
Radically Cross Platform: Memory Management

Radically Cross Platform: Memory Management

The first post of this series described a choice of technologies and toolsets (based on Xamarin) that allows C# programmers to deploy graphics accelerated apps using OpenGL/DirectX across a radically cross platform spectrum of devices and operating systems....
Radically Cross Platform with Xamarin

Radically Cross Platform with Xamarin

Shared cross platform development is a concept that resonates very positively with all of us as programmers. It’s a nice outworking of the DRY principle, and seems like it would free engineers up to accomplish more.  So why is it so rare that we do it? I...