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I cloned the samples repo and just tried to run the WindowsDX (Windows desktop DirectX) solution. Given these weighty credentials, I put the key in the ignition and powered up for a full throttle hello world. MonoGame also has some official M$ love with several games published by Microsoft Studio. Which begs the question, why not just do the same in MonoGame? A question for smarter cookies than myself.
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Unity apparently will (soon) support Xbox One so I guess it deploys native code, much like how Xamarin can deploy native code written in C# to target platforms that don’t support the CLR such as iOS. The big player missing from that list is Xbox One, which currently does not support applications targeting the CLR.
#Monogame for visual studio 2013 mac osx
Since it is based on Mono, it allows applications to be written and ported to most platforms, including PS4, Wii U, Xbox 360, Windows Desktop and Store, Android, iOS, Windows Phone, Mac OSX and Linux. MonoGame is an open-source rewrite of XNA 4 (the last version), using the same namespaces and with support for both DirectX 11 and OpenGL. No comforting 10 PRINT 'HELLO, WORLD!' here folks. What this means for the average code monkey such as I is that when firing up Unity you are confronted with a drafting board. Unity is both a game engine and a component oriented game development environment, with Mono-based scripting using C#. The former XNA home page now redirects to MSDN’s Games development page, which (apart from not actually having any useful information about game development on Microsoft’s platforms) is mainly spruiking Microsoft’s partnership with Unity. Microsoft stopped active development of XNA around 2011, and last year it became obvious that XNA would be retired. Microsoft XNA is/was a set of tools and a frameworks that provided a relatively easy way to create games using the CLR, sitting on top of DirectX. WARNING! Learning in the open™! There are a few moving parts when starting with MonoGame, so I’m just documenting the steps I took.