I have made a simple Windows Monogame project (using the DirectX template). What are the steps to port my game over to MacOSX?

If I need to change my Monogame project so that it uses a OpenGL template instead of the DirectX template please explain how.

  • \$\begingroup\$ From what I have seen, when you install monogame on a mac and you have a template ready for it. You can't compile for the mac on windows, and you can't compile for windows on mac \$\endgroup\$
    – dimitris93
    Apr 25 '15 at 23:58
  • \$\begingroup\$ While I think I understand what you are saying, have you ported a Monogame game to MacOSX before and if you have could you give me the exact steps? Telling me that stuff could really help me out. \$\endgroup\$
    – vroomvsr
    Apr 26 '15 at 1:08
  • \$\begingroup\$ @Shiro is incorrect. You can compile for Mac on Windows. See this post. You can compile for all the platforms simultaneously in visual studio on Windows. \$\endgroup\$
    – mklingen
    Apr 26 '15 at 18:47
  • \$\begingroup\$ The projects for android/mac/linus/ios/windows are different. This is why there are different templates. The content pipeline also works differently for every platforms. This is why there are options for the content pipeline to select your target platform, so that the .xnbs are formatted for every platform properly. Only the code is the same, with a few minor changes in the input, the way you get the screen size etc. \$\endgroup\$
    – dimitris93
    Apr 26 '15 at 22:07
  • \$\begingroup\$ @mklingen monogame's developer Tom Quote: "For mac/iOS, you have to use Xamarin Business to do a Windows to Mac build. Plus you must have a mac machine that is separate from your windows machine, either through parallels on the mac or by physical separation." So, I suppose you first need to have a MAC and then Xamarin business licence. What you linked clearly says its "FNA" not monogame \$\endgroup\$
    – dimitris93
    Apr 26 '15 at 22:24

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