title: Cross-Platform Game Development between Android and PC?
body: <p>I was hoping to utilize MonoDroid from Xamarin and build a very simple 2D platformer that could run on both Android and the PC.</p>
  
  <p>Coming from PC, I know that certain libraries are better than others when it comes to rendering and certain patterns are important to follow.  For example, we can have libSDL make hardware-accelerated graphics by passing in a simple flag and building resources as such.  In OpenGL, you're basically always hardware accelerated for the most part.</p>
  
  <p>In Android, it looks like we have a basic 2D rendering that is done in software (prior to v. 4.0/ICS) and 3D that is done in hardware.  Does anyone have any experience or bottlenecks/benchmarks for performance?  I'm shooting to deploy to the Ouya or other Android computers eventually (which should be on v.4.0 and be pretty strong) -- I'm just curious what the best way to go about building a game for Android is.</p>
  
  <p>I'm thinking lots of screen refreshing and all that -- basically something that would be similar to what we've come to expect with PC gaming.  I figure if I go the OpenGL / ES route, that lets me port my systems a LOT easier between the two, just building an Ortho viewport -- but what kind of performance can one expect to get in streaming data to the GPU?  I realize this is highly dependent on device (as it is with graphics cards), but if anyone has access to some benchmarks that give me a trend of general idea (i.e. G1 =  polygons; Galaxy S1 =  polygons; S2 =  polygons; etc).</p>