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<title>
 
<![CDATA[Tag: android | JaredForsyth.com]]>
 
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<title>
 
<![CDATA[Reason mobile cross-compilation deep dive]]>
 
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<![CDATA[<p>I recently released <a href="https://github.com/jaredly/reprocessing-scripts">a tool that will manage all of this stuff</a> (see the <a href="/posts/making-a-cross-platform-mobile-game-in-reason-ocaml/">accompanying blog post</a>), but I figure it’s good to document what I went through for future ocaml cross-compilation spelunkers.</p>
 7 minute read]]>
 
</description>
<summary>
 
<![CDATA[<p>I recently released <a href="https://github.com/jaredly/reprocessing-scripts">a tool that will manage all of this stuff</a> (see the <a href="/posts/making-a-cross-platform-mobile-game-in-reason-ocaml/">accompanying blog post</a>), but I figure it’s good to document what I went through for future ocaml cross-compilation spelunkers.</p>
 7 minute read]]>
 
</summary>
<author> "Jared Forsyth" </author>
<link>
 
https://jaredforsyth.com/posts/reason-mobile-cross-compilation-deep-dive/
 
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<guid>
 
https://jaredforsyth.com/posts/reason-mobile-cross-compilation-deep-dive/
 
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<pubDate>Tue, 23 Jan 2018 06:00:00 GMT</pubDate>
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<title>
 
<![CDATA[Hot-reloading OCaml on Web, Desktop, and Android]]>
 
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<![CDATA[4 minute read]]>
 
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<summary>
 
<![CDATA[4 minute read]]>
 
</summary>
<author> "Jared Forsyth" </author>
<link>
 
https://jaredforsyth.com/posts/hot-reloading-ocaml-on-web-desktop-and-android/
 
</link>
<guid>
 
https://jaredforsyth.com/posts/hot-reloading-ocaml-on-web-desktop-and-android/
 
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<pubDate>Tue, 23 Jan 2018 06:00:00 GMT</pubDate>
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<title>
 
<![CDATA[Making a cross-platform mobile game in Reason/OCaml]]>
 
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<description>
 
<![CDATA[<p>I launched the first cross-platform mobile native game written in Reason a few weeks ago 🎉, to the <a href="https://play.google.com/store/apps/details?id=com.jaredforsyth.gravitron">Android</a> and <a href="https://itunes.apple.com/us/app/gravitron-master-gravity/id1330043938">iOS app stores</a>, with a free <a href="https://gravitron.jaredforsyth.com">web version</a> and a <a href="https://github.com/jaredly/gravitron/releases/tag/1.0.0">macos desktop bundle</a> (source code <a href="https://github.com/jaredly/gravitron">all on github</a>).</p>
<p>Getting there required lots of fiddling with cross-compilers and build systems, and so I made a tool that will take away much of the pain involved, so you can get started immediately and get your game into the world. <strong>NB: This is still super experimental</strong> but I’m really excited about it and want to get y’all in on the fun.</p>
 5 minute read]]>
 
</description>
<summary>
 
<![CDATA[<p>I launched the first cross-platform mobile native game written in Reason a few weeks ago 🎉, to the <a href="https://play.google.com/store/apps/details?id=com.jaredforsyth.gravitron">Android</a> and <a href="https://itunes.apple.com/us/app/gravitron-master-gravity/id1330043938">iOS app stores</a>, with a free <a href="https://gravitron.jaredforsyth.com">web version</a> and a <a href="https://github.com/jaredly/gravitron/releases/tag/1.0.0">macos desktop bundle</a> (source code <a href="https://github.com/jaredly/gravitron">all on github</a>).</p>
<p>Getting there required lots of fiddling with cross-compilers and build systems, and so I made a tool that will take away much of the pain involved, so you can get started immediately and get your game into the world. <strong>NB: This is still super experimental</strong> but I’m really excited about it and want to get y’all in on the fun.</p>
 5 minute read]]>
 
</summary>
<author> "Jared Forsyth" </author>
<link>
 
https://jaredforsyth.com/posts/making-a-cross-platform-mobile-game-in-reason-ocaml/
 
</link>
<guid>
 
https://jaredforsyth.com/posts/making-a-cross-platform-mobile-game-in-reason-ocaml/
 
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<pubDate>Sat, 13 Jan 2018 06:00:00 GMT</pubDate>
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