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There are many games written in C for Mac OS X and iPhone. To make a game in C for Mac OS X, you can do a wrapper mixing C and Objective-C that deals with the OS native calls ( graphics, input, etc. Once this abstraction layer has been constructed, the game can be programmed entirely in C. Aug 01, 2014  Game Developer allows you to develop games, interactive apps, interactive books without any need to know to learn how to code. It is a visual language that enables designers, artists, project managers, software developers, to make their prototypes and projects, in a fast way. Half life game download mac. Nov 01, 2012  #2 Sure. I7 with 8GB of RAM should handle simple game development. Just don't think you will be developing for the PS4 on it. I7 with 8GB of RAM should handle simple game development. Just don't think you will be developing for the PS4 on it.

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Look up gameplay in Wiktionary, the free dictionary.

Gameplay is the specific way in which players interact with a game,[1][2] and in particular with video games.[3][4] Gameplay is the pattern defined through the game rules,[2][5] connection between player and the game,[6] challenges[7] and overcoming them,[8] plot[9] and player's connection with it.[6] Video game gameplay is distinct from graphics[9][10] and audio elements.[9]

Overview[edit]

The gameplay of an early version of the puzzle game Edge

Arising alongside video game development in the 1980s, the term gameplay was used solely within the context of video games, though now its popularity has begun to see use in the description of other, more traditional, game forms. Generally, gameplay is considered to be the overall experience of playing a video game excluding factors like graphics and sound. Game mechanics, on the other hand, is the sets of rules in a game that are intended to produce an enjoyable gaming experience. Academic discussions tend to favor terms like game mechanics specifically to avoid gameplay since the latter term is too vague.[11]

Types[edit]

There are three components to gameplay: 'Manipulation rules', defining what the player can do in the game, 'Goal Rules', defining the goal of the game, and 'Metarules', defining how a game can be tuned or modified.[12] In video games gameplay can be divided into several types. For example, cooperative gameplay involves two or more players playing on a team. Another example is 'twitch' gameplay which is based around testing a player's reaction times and precision, maybe in rhythm games or first-person shooters. Various gameplay types are listed below.

Ambiguity in definition[edit]

The term gameplay can be quite ambiguous to define, thus it has been differently defined by different authors.

For instance:

  • 'A series of interesting choices.' -Sid Meier[13]
  • 'The structures of player interaction with the game system and with other players in the game.'[14]
  • 'One or more causally linked series of challenges in a simulated environment.'[15]
  • 'A good game is one that you can win by doing the unexpected and making it work.'[16]
  • 'The experience of gameplay is one of interacting with a game design in the performance of cognitive tasks, with a variety of emotions arising from or associated with different elements of motivation, task performance and completion.'[3]
  • 'Gameplay here is seen as the interactive gaming process of the player with the game.'[17]

Playability[edit]

Playability is the ease by which the game can be played or the quantity or duration that a game can be played and is a common measure of the quality of gameplay.[18] Playability evaluative methods target games to improve design while player experience evaluative methods target players to improve gaming.'[17] This is not to be confused with the ability to control (or play) characters in multi-character games such as role playing games or fighting games, or factions in real-time strategy games.

Playability is defined as: a set of properties that describe the Player Experience using a specific game system whose main objective is to provide enjoyment and entertainment, by being credible and satisfying, when the player plays alone or in company. Playability is characterized by different attributes and properties to measure the video gameplayer experience.[19]

  • Satisfaction: the degree of gratification or pleasure of the player for completing a video game or some aspect of it like: mechanism, graphics, user interface, story, etc. Satisfaction is a highly subjective attribute that provokes a difficult measuring due to player preferences and pleasures having influence in the satisfaction for specific game elements: characters, virtual world, challenges, and so on.
  • Learning: the facility to understand and dominate the game system and mechanics (objectives, rules, how to interact with the video game, etc.). The Desktop Systems try to minimize the learning effort, but in video games we can use the learning curve according to the game nature. For example, in one hand, we can demand great initial abilities before to play, or training them harshly in first phases of the game, to help players to understand and dominate all the game rules and resources and they can use them from the beginning of the game. In the other hand, players can learn step by step in a guided way when they need some ability in the video game.
  • Efficiency: the necessary time and resources to offer fun and entertainment to players while they achieve the different game objectives and reach the final goal. An efficient video game is able to catch the player's attention from the first instant, and provoke him to continue playing to the end of the game. Efficiency can be analyzed as the correct use of the challenge through the game, the correct structuring of the objectives or the best adaptation of the control to the actions in the game.
  • Immersion: the capacity to believe in the video game contents and integrate the player in the virtual game world. The immersion provokes that the player looks involved in the virtual world, becoming part of this and interacting with it because the user perceives the virtual world represented by the video game, with its laws and rules that characterize it. A video game has a good immersion level when it has equilibrium between the proposed challenges and the necessary player abilities to overcome it.
  • Motivation: the characteristics that provoke the player to realize concrete actions and persist in them until their culmination. To obtain a high degree of motivation, the game should have a set of resources to ensure the players perseverance in the performed actions to overcome the game challenges. This means, different factors to make sure positive behavior in the interpretation of the game process, focusing the player on the proposed challenges, showing the relevance of the objectives to reach and reward for challenges, promoting the player confidence to face them and the pleasure to achieve them.
  • Emotion: the involuntary impulse, originated in response to the stimulus of the video game and induces feelings or unleashes automatic reactions and conducts. The use of emotions in video games help to obtain a best player experience and leads players to different emotional states: happiness, fear, intrigue, curiosity, sadness.. using the game challenges, story, aesthetic appearance or the music compositions that are capable of move, affect, to make to smile or to cry to the player. A big success of video games is that they can provoke to players different feelings in a short space of time, some of them hardly obtainable daily in the real world.
  • Socialization: the degree of the set of game attributes, elements and resources that promote the social factor of the game experience in group. This kind of experience provokes appreciating the video game in a different way, thanks to the relations that are established with other players or with other characters of the game that help the player to resolve jointly the game challenges in a collaborative, competitive or cooperative way. The game socialization allows players to have a totally different game experience when they play with other persons and promote new social relationships thank to the interaction among them. In addition to this, socialization also is present at how the social connections that we have are projected with the group in the characters of the video game and context in which the game is realized. For example, choosing the player to be connected or to share something, interacting, obtaining information, asking for help, or negotiating for some items, and how our influence with the other character is positive or negative to achieve the game objectives. To promote the social factor it is advisable to develop new shared challenges that help players to integrate and being satisfied with the new game rules and objectives, creating a set of collective emotions where players (or characters) encourage and motivate themselves to overcome the collective challenges

Playability's facets[edit]

The playability analysis is a very complex process due to the different point of view to analyze the different part of video game architecture. Each facet allows us to identify the different playability's attributes and properties affected by the different elements of video game architecture.[20] The playability's facets are:

  • Intrinsic Playability: the playability based on the own video game nature and how it is shown by the player. It is strongly related to the GamePlay and Game Mechanic. In this facet we can analyze the video game design implementation especially video game rules, goals, objectives, rhythm and other design mechanics.
  • Mechanical Playability: the video game quality as a software system. It is related to the Game Engine, with special emphasis, for example, in the fluency of the movie scenes, correct lights, shadows and rendering, sound and music, graphics motions, character personality implementation and communication systems in a multiplayer video game.
  • Interactive Playability: player interaction and video game user interface development, for example interaction dialog and game controls. This playability is easily visible in the Game Interface.
  • Artistic Playability: the quality of the video game arts and aesthetics in the game elements: visual graphics, sound effects, music and melodies, storyline and storytelling and how these elements are shown in the video game.
  • Intrapersonal Playability or Personal Playability: the individual vision, perception, and feelings that the video game produces in each player when they play the game. It has a highly subjective value.
  • Interpersonal Playability or Social Playability: the group consciousness and different user perceptions when the player plays with other player in a competitive, cooperative or collaborative way.

Finally, the 'global' playability of a video game will be deduced through each attribute value in the different playability's facets. It is crucial to improve the playability in the different facets to guarantee the best player experience when the player plays the video game.

See also[edit]

  • Game development and Game design

References[edit]

  1. ^Lindley, Craig (June 24–26, 2004). 'Narrative, Game Play, and Alternative Time Structures for Virtual Environments'. In Göbel, Stefan (ed.). Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004. Lecture Notes in Computer Science. 3105. Darmstadt, Germany: Springer. pp. 183–194. doi:10.1007/978-3-540-27797-2_25. ISBN978-3-540-22283-5. . gameplay gestalt, understood as a pattern of interaction with the game system.' ('A gestalt may be understood as a configuration or pattern of elements so unified as a whole that it cannot be described merely as a sum of its parts.'); '. In general, it [game play gestalt] is a particular way of thinking about the game state from the perspective of a player, together with a pattern of repetitive perceptual, cognitive, and motor operations. A particular gameplay gestalt could be unique to a person, a game, or even a playing occasion. Unique game play gestalts can also be identified across games, game genres, and players.
  2. ^ abSalen, Katie; Zimmerman, Eric (2004). Rules of Play: Game Design Fundamentals. Cambridge, Massachusetts: The MIT Press. p. 3. ISBN978-0-262-24045-1. Game play is the formalized interaction that occurs when players follow the rules of a game and experience its system through play.
  3. ^ abLindley, Craig; Nacke, Lennart; Sennersten, Charlotte (November 3–5, 2008). Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay. Proceedings of CGAMES 08. Wolverhampton, UK: University of Wolverhampton. ISBN978-0-9549016-6-0. Archived from the original on 2015-09-23. Retrieved 2010-10-04. The experience of gameplay is one of interacting with a game design in the performance of cognitive tasks, with a variety of emotions arising from or associated with different elements of motivation, task performance and completion
  4. ^Tavinor, Grant (October 5, 2009). The Art of Videogames. Wiley-Blackwell. ISBN978-1-4051-8788-6. Archived from the original on February 23, 2017. Retrieved September 23, 2016. [T]he interactive involvement typically associated with videogames, that is, the activities that occur when one plays a videogame.
  5. ^Egenfeldt-Nielson, Simon; Smith, Jonas Heide; Tosca, Susana Pajares (February 19, 2008). Understanding Video Games: The Essential Introduction. Routledge. ISBN978-0-415-97721-0. Archived from the original on February 23, 2017. Retrieved September 23, 2016. In line with the common use of the term, we will define gameplay as: the game dynamics emerging from the interplay between rules and game geography.
  6. ^ abLaramée, François Dominic (June 15, 2002). Game Design Perspectives. Charles River Media. ISBN978-1-58450-090-2. Archived from the original on February 23, 2017. Retrieved September 23, 2016.
  7. ^Adams, Ernest; Rollings, Andrew (2003). Andrew Rollings and Ernest Adams on game design. New Riders Publishing. ISBN978-1-59273-001-8. One or more casually linked series of challenges in a simulated environment'; 'Gameplay is the result of a large number of contributing elements. . gameplay is not a singular entity. It is a combination of many elements, a synergy that emerges from the inclusion of certain factors. . The gameplay emerges from the interaction among these elements, .
  8. ^Adams, Ernest (September 23, 2006). Fundamentals of Game Design. Prentice Hall. ISBN978-0-13-168747-9. Archived from the original on February 23, 2017. Retrieved September 23, 2016. . defined gameplay as consisting of the challenges and actions that a game offers: challenges for the player to overcome and actions that let her overcome them. . [T]he essence of gameplay remains the relationship between the challenges and the actions available to surmount them.
  9. ^ abcConcise Oxford English Dictionary (11, Revised ed.). Oxford University Press, USA. August 11, 2008. ISBN978-0-19-954841-5. gameplay (in a computer game) the plot and the way the game is played, as distinct from the graphics and sound effects
  10. ^Oxland, Kevin (2004). Gameplay and design. Addison Wesley. ISBN978-0-321-20467-7. . gameplay is the components that make up a rewarding, absorbing, challenging experience that compels player to return for more . [Gameplay] does not come from a great visual character, not does it come from state-of-art technology and beautifully rendered art.
  11. ^Kierkegaard, Alex (2012). Videogame Culture: Volume 1.
  12. ^Frasca, G (2003). 'Simulation versus narrative: introduction to ludology'. The Videogame Theory Reader: 221.
  13. ^Rollings, Andrew; Morris, Dave (1999). Game Architecture and Design. Coriolis Group Books. p. 38. ISBN978-1-57610-425-5.
  14. ^Björk, Staffan; Holopainen, Jussi (2005). Patterns in Game Design. Charles River Media. ISBN978-1-58450-354-5.
  15. ^Adams, Ernest; Rollings, Andrew (2003). Andrew Rollings and Ernest Adams on game design. New Riders Publishing. ISBN978-1-59273-001-8.
  16. ^Rollings, Andrew; Morris, Dave (2000). Game Architecture and Design. New Riders Games. ISBN978-0-7357-1363-5.
  17. ^ abNacke, Lennart E.; Drachen, Anders; Kuikkaniemi, Kai; Niesenhaus, Joerg; Korhonen, Hannu; van den Hoogen, Wouter; Poels, Karolien; IJsselsteijn, Wijnand; et al. (September 1, 2009). 'Playability and Player Experience Research'(PDF). Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. Archived(PDF) from the original on November 12, 2011. Retrieved May 15, 2019. playability is the evaluative process directed toward games, whereas player experience is directed toward players. More precisely, playability methods evaluate games to improve design, whereas player experience methods evaluate players to improve gaming.(p.1)
  18. ^Usability First: Usability Glossary: playabilityArchived 2009-10-18 at the Wayback Machine
  19. ^González Sánchez, J. L.; Gutiérrez Vela, F.L.; Montero Simarro, F.; Padilla-Zea, N. (31 Aug 2012). 'Playability: analysing user experience in video games'. Behaviour & Information Technology. 31 (10): 1033–1054. doi:10.1080/0144929X.2012.710648.
  20. ^Stanford Ontology Library Video game's Elements OntologyArchived 2010-06-03 at the Wayback Machine: A video game's elements ontology by González Sánchez, J. L. and Gutiérrez Vela, F. L. University of Granada, Spain.

Further reading on playability[edit]

  • Desurvire, H., Caplan, M., & Toth, J. A. (2004). Using heuristics to evaluate the playability of games. CHI '04 extended abstracts on Human factors in computing systems, Vienna, Austria. doi:10.1145/985921.986102
  • Fabricatore, C., Nussbaum, M., & Rosas, R. (2002). Playability in video games: a qualitative design model. Human-Computer Interaction, 17(4), 311–368. doi:10.1207/S15327051HCI1704_1
  • Jegers, K. (2008). Investigating the Applicability of Usability and Playability Heuristics for Evaluation of Pervasive Games. Internet and Web Applications and Services, 2008. ICIW '08.
  • Korhonen, H., & Koivisto, E. M. I. (2006). Playability heuristics for mobile games. In Proceedings of the 8th Conference on Human-Computer interaction with Mobile Devices and Services (Helsinki, Finland, September 12–15, 2006). MobileHCI '06, vol. 159. ACM, New York, NY, 9-16. doi: 10.1145/1152215.1152218
  • Korhonen H., Koivisto E.M.I. (2007). Playability Heuristics for Mobile Multi-player Games. In proceedings of the 2nd International Conference on Digital Interactive Media in Entertainment and Arts, DIMEA 2007, ACM Press (2007), pp. 28–35. Perth, Australia. doi: 10.1145/1306813.1306828
  • Nacke, L. (2009). From Playability to a Hierarchical Game Usability Model. In Proceedings of the 2009 Conference on Future Play on @ GDC Canada (Vancouver, British Columbia, Canada, May 12–13, 2009). FuturePlay '09. ACM, New York, NY, 11–12. doi: 10.1145/1639601.1639609
  • Nacke, L. E., Drachen, A., Kuikkaniemi, K., Niesenhaus, J., Korhonen, H. J., Hoogen, W. M. v. d., et al. (2009). Playability and Player Experience Research. Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory, London, UK. (online slides)
  • Järvinen, A., Heliö, S. and Mäyrä, F. Communication and Community in Digital Entertainment Services. Prestudy Research Report, Hypermedia Laboratory, University of Tampere, Tampere, 2002.
  • González Sánchez, J. L., Zea, N. P., & Gutiérrez, F. L. (2009). From Usability to Playability: Introduction to Player-Centred Video Game Development Process. Proceedings of First International Conference, HCD 2009 (Held as Part of HCI International), San Diego, CA, USA. doi: 10.1007/978-3-642-02806-9_9
  • González Sánchez, J. L., Zea, N. P., & Gutiérrez, F. L. (2009). Playability: How to Identify the Player Experience in a Video Game. Proceedings of INTERACT 2009: 12th IFIP TC 13 International Conference, Uppsala, Sweden, August 24–28, 2009. doi: 10.1007/978-3-642-03655-2_39
  • González Sánchez, J. L., Montero, F., Padilla Zea, N., Gutiérrez, F. L. 'Playability as Extension of Quality in Use in Video Games'. Proceedings of 2nd International Workshop on the Interplay between Usability Evaluation and Software Development (I-USED), paper number 6.Uppsala, Sweden, 24 August (2009)<
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Developing games can be very exciting, especially given how easy it can be to publish your work on mobile platforms. This article discusses concepts and technologies related to game development that will help you create games, whether your goal is to create a high-quality AAA game or just to program for fun.

This article covers the following topics:

  • Game vs. non-game programming concepts – We’ll explore some concepts that are either unique to game development, or are shared with other types of development but deserve emphasis here due to their importance.
  • Game development team – This section looks at the various roles in a team of game developers.
  • Creating a game idea – This section can help you create a new game idea – the first step in making a new game.
  • Game development technology – Here we’ll list some of the cross-platform technologies available that can improve your productivity as a game developer.

Game vs. Non-Game Programming Concepts

Programmers moving into game development are often confronted with new concepts and development patterns. This section presents a high-level view of some of these concepts.

The Game Loop

A typical game requires constant movement or change to be happening on the screen in response to both user interaction and automatic game logic. This is achieved through what is typically referred to as a game loop. A game loop is some type of looping statement (such as a while-loop) which runs at a very high frequency, such as 30 or 60 frames per second.

The following is a diagram of a simple game loop:

Game Development On Mac Le Playing Game 2017

The technologies we discuss below will abstract away the actual while-loop, but despite this abstraction the concept of every-frame updates will be present.

Code performance can take priority in even the simplest of games. For example: a function which takes 10 milliseconds to execute could have a significant impact on the performance of a game – especially if it’s called more than once per frame. If your game is running at 30 frames per second then that means each frame must execute in under 33 milliseconds. By contrast, such a function may not even be noticeable if it only executes in response to a button click in a non-game application.

Common types of logic that may be performed every-frame include:

  • Reading Input – The game may need to check if the user has interacted with the game by checking input hardware, such as the touch screen, keyboard, mouse, or game controller.
  • Movement – Objects which move from one place to another will typically move a very small amount every frame to give the illusion of fluid motion.
  • Collision – Many games require the frequent testing of whether various objects are overlapping or intersecting. We’ll cover collision in more depth in a later section in this article. Movement and collision may be handled by a dedicated physics simulation system.
  • Checking for game-specific conditions – The state of a game may be controlled by certain conditions, such as whether the player has earned enough points or whether allotted time has run out.
  • AI behavior – Every-frame logic that may be used to control the behavior of objects which are not controlled by the player, such as the patrolling of an enemy or the movement of opponent drivers around a racetrack.
  • Rendering – Most games will update what is displayed on screen every frame. This may be done in response to changes which have impact on game play (such as a character moving through a level) or simply to provide visual polish (such as falling snow or animated icons).

Keep in mind that many of the activities listed above can change the state of the entire application, whereas many non-game apps tend to change state in response to events being raised.

Content Loading and Unloading

Manually loading and unloading (or disposing) content may be needed depending on which technology you are using in development. Manually loading and unloading of assets may be necessary for a number of reasons:

  • Assets may take a long time to load relative to the length of a single frame. Some assets may even take seconds to load, which would severely disrupt the experience if loaded mid gameplay. If the load time is especially lengthy (such as more than a second or two) you may want to show an animated loading screen or progress bar.
  • Assets can consume a lot of RAM, requiring active management of what is loaded to fit within what is provided by the game’s target platforms.
  • Games may need to display more assets than can fit in RAM. 'Open World' games often include large environments which players can navigate through seamlessly – that is with no loading screens. In this case you may need to create a custom system for streaming content in and managing memory usage.

Custom file formats may need processing at load time, requiring custom loading code.

Math

Many games require more advanced mathematics than non-game applications. Of course, the level of math depends on the complexity of the game. In general 3D games require more math than 2D. Fortunately you can always get started with simple games and learn as you go. Game development can be a great way to learn math!

If you’re familiar with the Cartesian plane – that is using X and Y coordinates to position objects – then you know enough to get started with game development. The following shows a Cartesian plane with positive Y pointing upward:

Important

Some engines/APIs use a coordinate system where increasing an object’s Y value will move it down, while other systems use a coordinate system where positive Y is up. Keep this in mind if you are moving between systems.Trigonometric functions (such as Sine and Cosine) are commonly used in 2D games which implement any form of rotation.

If you are planning on making a 3D game then you will likely need to be familiar with concepts from Linear Algebra (for rotation and movement in 3D space) as well as some Calculus (for implementing acceleration).

Content Pipelines

The term content pipeline refers to the process that a file takes to get from its format when authored (such as a .png image file) to its final format when used in a game. The ending format depends on which type of content is being used as well as which technology is being used to present the content.

Some content pipelines may be very fast and require no manual effort. For example, most game engines and APIs can load the .png file format in its unprocessed format. On the other hand, more complicated formats (such as 3D models) may need to be processed into a different format before being loaded, and this processing can take some time depending on the asset’s size and complexity.

Game Development Teams

Game development introduces new roles and titles for individuals involved in the process. Most game developers are not able to satisfy the broad set of skills required to release a full game, so a number of disciplines exist. Keep in mind that this is not a full list of areas of development – just some of the more common ones.

  • Programmer – Most people reading this article will fall into this category. The role of a programmer in game development is similar to a programmer’s role in a non-game application. Responsibilities include writing logic to control the flow of a game, developing systems for common tasks in the context of a given project, adding and displaying content, and – of course – fixing bugs.
  • 2D artist – 2D artists are responsible for creating 2D assets. These include image files for the game’s GUI, particles, environments, and characters. If the game you are developing is 3D, then 2D artists may not be responsible for environments and characters. You can find free art for your game at http://opengameart.org/ .
  • 3D artists – 3D artists are responsible for creating 3D assets. These include 3D models for environments, characters, and props (furniture, plants, and other inanimate objects). Some teams differentiate between 3D artists and 3D animators depending on the size of the team. You can find free 3D art for your game at http://opengameart.org/ .
  • Game Designer – Game designers are responsible for defining how the game is played. This can include high-level decisions such as the setting of the game, the overall goal of the game, and how a player progresses through the game. Game designers can also be involved in very detailed decisions such as mapping input to actions, defining coefficients for movement or level-ups, and designing level layout. Keep in mind that the term designer may refer to a game designer or a visual designer depending on the context.
  • Sound Designer – Sound designers are responsible for a game’s audio assets. Some teams may differentiate between individuals responsible for creating sound effects and composers, while smaller teams may have a single individual responsible for all audio.

Creating a Game Idea

Designing a game may appear to be easy to do – after all the only requirement is 'make something fun.' Unfortunately, many developers find themselves at a loss when it comes time to create an idea from which to launch development.

The discipline of game design is not easily explained, and requires practice to improve just as the art or programming does, but this section can help you start down the path.

New developers should start small. It can be difficult to resist the temptation to remake a large, modern video game, but smaller games can be a better learning environment and the faster progress makes for a more rewarding experience.

Many games, both for the purpose of learning as well as commercial games, begin as an improvement or modification to an existing game. One way to generate ideas is to look at other games for inspiration. For example, you can consider a game that you personally like and try to identify what characteristics about the game play make it fun. It may be exploration, mastery of the game’s mechanics, or progressing through a story. Don’t forget to consider 'retro' games as well when searching for new ideas.

Another technique for generating new ideas is to consider a specific genre, such as puzzle games, strategy games, or platformers. A genre familiar to the developer might provide a good starting point.

Remaking existing games is also an educational experience, although this may limit the finished product’s commercial viability. The process of creating a game, even one which is an accurate clone, provides a valuable educational experience.

Game Development Technology

Developers using Xamarin.Android and Xamarin.iOS have a wide range of technologies available to them to assist in game development. This section will discuss some of the most popular cross-platform solutions.

MonoGame

MonoGame is an open-source, cross platform version of Microsoft’s XNA API. MonoGame can be used to make games for iOS, Android, Mac OS X, Linux, Windows, Windows RT, PS4, PSVita, Xbox One, and Switch.

MonoGame is technically not a game engine, but rather a game development API. This means that working with MonoGame requires directly managing game objects, manually drawing objects, and implementing common objects such as cameras and scene graphs (the parent child hierarchy between game objects).

MonoGame does not offer a standard visual development environment, so working with MonoGame requires programming knowledge.

Notable examples of games using MonoGame include:

FEZ:

Bastion:

To start working with MonoGame, head over to our MonoGame Guides.

UrhoSharp

UrhoSharp is a cross-platform high-level 3D and 2D engine that can be usedto create animated 3D and 2D scenes for your applications using geometries,materials, lights and cameras.

Check out the UrhoSharp Guides to get started.

Additional Technology

Game Development On Mac Le Plang Game

The technologies highlighted above is only a sample of the technologies available. Other notable technologies include:

  • Sprite Kit – Xamarin provides support for Apple’s Sprite Kit game framework, which gives you access to all of the functionality of the native API. Since Sprite Kit is technology created by Apple, it provides deep integration with the rest of the iOS ecosystem. Of course, Sprite Kit is not cross-platform so it cannot be used on Android. For more information on using Sprite Kit, see this post: https://blog.xamarin.com/make-games-with-xamarin.ios-and-sprite-kit/
  • Scene Kit – Xamarin also provides support for Apple’s Scene Kit framework, which simplifies implementing 3D graphics into iOS apps. Scene Kit is also technology provided by Apple, so it has both the integration and platform-specific considerations mentioned above for Sprite Kit. For more information on Scene Kit, see this post: https://blog.xamarin.com/3d-in-ios-8-with-scene-kit/
  • OpenTK – OpenTK (which stands for Open Tool Kit) provides low-level OpenGL access to iOS, Apple, and Mac hardware. For more information on OpenTK, see the main page at: https://opentk.net/

Game Development On Mac Le Playing Game Youtube

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