šŸ”— Useful MonoGame Related Links U-MG-RL

Yup, the xna archive contains all the original xna documentation, education and samples, as well as a lot more, such as some of ziggware, dxa and more

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Can you link it in your post?

Itā€™s listed above, but here it is again

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If I have not linked this here already:

Came across this channel and thought everyone on here may find it useful.

Unsure if already posted this in here, wish there was a way to search a thread post, either way, wanted to add this here either way.

I believe there isā€¦ Search-button on the top-right next to your image and the burger-button.
Then tick the ā€˜search this topicā€™ checkbox. Voila.

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AH, no way, more than 3 years here and never ever done a search while in a post lol THANK YOU! :pray:

EDIT

I suppose being partially blind doesnā€™t help either lol

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Always glad to be of service :smiley:

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This was so cool i have to post it somewere lol.

I found this snippet below.
When trying to figure out how to do a compile time type inference on another instance and store it. When within a derived class that is inheriting from a abstract base. Which meant the former had to take a unknown generic type and hold it at compile time while still acting like a proper derivitive of the abstract base. So that it could still be a child or parent node of any other type that derived from the abstract type or act as one itself.
Crazy anyways.

This helped a lot.

// infer type without reflection.
public static class TargetTypeInferenceExtension
{
    public class TargetType<T>
    {
        public T Target { get; set; }
        public TargetType(T wrappedInstance)
        {
            Target = wrappedInstance;
        }
    }
    public static TargetType<T> GetTarget<T>(this T itemInstance)
    {
        return Create(itemInstance);
    }
    private static TargetType<T> Create<T>(T itemInstance)
    {
        return new TargetType<T>(itemInstance);
    }     
}

Thanks to joe.
http://joelabrahamsson.com/a-neat-little-type-inference-trick-with-c/

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Not MonoGame-based, but I found this tool excellent. It allows you to detect in compile time all kinds of boxing and memory allocations.

I havenā€™t been able to make it work with VS2017, but works very well with VS2019.

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Adding this here as I really need somewhere to find that 16 player video

http://www.monogame.net/news/

Something that some may find useful:

SIMPLE AABB VS AABB COLLISION DETECTION

https://studiofreya.com/3d-math-and-physics/simple-aabb-vs-aabb-collision-detection/

BASIC PRIMITIVES

https://studiofreya.com/3d-math-and-physics/basic-primitives/

COLLISION THEORY

https://studiofreya.com/3d-math-and-physics/collision-theory/

Seems Riemers is having database connection issues, since December or so.

You can access archives of it here:

https://web.archive.org/web/20191127191400/http://riemers.net/

Another not MG specific but useful none-the-less:

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A useful hidden gem for my fellow UWP/XBOX devs:

Throwing a copy of a thread post from earlier tonight, relating to water:

Something that came up:

Another thing:
https://docs.microsoft.com/en-us/windows/win32/direct3d11/d3d10-graphics-programming-guide-depth-stencil#:~:text=Reading%20the%20Depth-Stencil%20Buffer%20as%20a%20Texture%20The,use%20both%20the%20D3D10_BIND_DEPTH_STENCIL%20and%20D3D10_BIND_SHADER_RESOURCE%20bind%20flags.

This was a fun accidental find: [Spanish]

Found via this video:

Search phrase:
https://www.bing.com/search?q=xna+stencil+water+effects&cvid=51c9c2acc5c94161bda6abe180674643&pglt=43&FORM=ANNTA1&PC=U531

Sadly this is a dead link:

Relating to FX searches:
https://www.bing.com/search?q=xna+fx+water+&qs=n&form=QBRE&sp=-1&pq=xna+fx+water+&sc=0-13&sk=&cvid=1FC12634BD83472D9775BFD652650CBD

Something interestingā€¦:

Will add these links to my links threadā€¦ some interesting stuff thereā€¦

Hope these help somewhatā€¦

Some helpful stuff for using markdown code bbcode stuff

Old but nice!

https://www.youtube.com/watch?v=MqyrCM1kIL8&list=PL94004E6E18C3CA62
Links to a playlist.

While not MG related too much, has some useful camera related background and codeā€¦

https://songho.ca/opengl/gl_camera.html