🔗 Useful MonoGame Related Links U-MG-RL

From the article:

Xamarin’s MonoGame engine

Huh?

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Lol… Just saw the MonoGame - Mono mixup again in a post… But in an article?

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Cel Shading in XNA
https://blogs.msdn.microsoft.com/ukstudentzine/2010/03/05/cel-shading-in-xna/

Found via search:
https://www.bing.com/search?q=xna+cell+shading&form=EDNTHT&mkt=en-gb&httpsmsn=1&refig=71d2fe4b61d44dd5a8bf219a1fb8e9bb&sp=-1&pq=undefined&sc=0-12&qs=n&sk=&cvid=71d2fe4b61d44dd5a8bf219a1fb8e9bb

Check the YouTube video results out!

Over 15 indie games hitting Switch in 2018 that utilize MonoGame

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Library of Congress list of file formats, is super useful. Includes both overview information and references/links to publication/specifications for a ton of audio, image, video, and document formats.

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Amid a rising tide of games, devs reflect on state of the Switch market

Xamarin + Gaming

Recently posted:

Input related: [tip: click the down arrow to see the linked post]

Linked page:

What I read so far:

Optimizing the Graphics Pipeline with Compute, GDC 2016 (To keep everyone dreaming)

Future Directions for Compute-for-Graphics

Physically Based and Unified Volumetric Rendering in Frostbite

Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite

Moving Frostbite to Physically Based Rendering

Taking Killzone Shadow Fall Image Quality Into The Next Generation

FrameGraph: Extensible Rendering Architecture in Frostbite

High Dynamic Range color grading and display in Frostbite

Stochastic Screen-Space Reflections

4K Checkerboard in Battlefield 1 and Mass Effect Andromeda

Lighting the City of Glass (Mirror’s Edge Catalyst)

The Unique Lighting of Mirror’s Edge

Photogrammetry and Star Wars Battlefront

Art Direction for Uncharted 2: Among Thieves

Calibrating Lighting and Materials in Far Cry 3

A Real-time Radiosity Architecture (DICE)

Battlefield 1943 - My First Arcade Game

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An interesting find concerning 2D Cameras

[‘Tree’ traversal]


http://www.highperformancegraphics.org/2016/wp-content/uploads/2016/HPG-BVH/Prez-Viewer.html

[Deep learning/Image recognition]

[Textures]
Infinite Resolution Textures (nvidia): http://www.highperformancegraphics.org/wp-content/uploads/2016/Reshetov2016.pdf
http://www.highperformancegraphics.org/wp-content/uploads/2016/Thuerck2016.pptx

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Just in case anybody needed it:

SOLID architecture principles using simple C# examples

Road to the IGF: Matt Makes Games’ Celeste :

Xbox’s father of invention, the latest speaker at Spark.me 2018:
http://digitalspoiler.com/xboxs-father-of-invention-the-latest-speaker-at-spark-me-2018/

Ya i been looking to try and implement some of those deep learning algorithms.
Just trying to clean up and organize my stuff first.

if this comp doesn’t have to get returned, i just got it and somethings acting funny.

Get on it asap, or you might find your return window closes

No need of steam with steam.
If you need Steam, use SteamWorks. If not, use this:

Why do I see “Steam” everywhere?
The main interface class is named SteamNetworkingSockets, and many files have “steam” in their name. But Steam is not needed. If you don’t make games or aren’t on Steam, feel free to use this code for whatever purpose you want.

The reason for “Steam” in the names is that this provides a subset of the functionality of the API with the same name in the Steamworks SDK. Our main reason for releasing this code is so that developers won’t have any hesitation coding to the API in the Steamworks SDK. On Steam, you will link against the Steamworks version, and you can get the additional features there (access to the relay network). And on other platformss, you can use this version, which has the same names for everything, the same semantics, the same behavioural quirks. We want you to take maximum advantage of the features in the Steamworks version, and that won’t happen if the Steam code is a weird “wart” that’s hidden behind #ifdef STEAM.

The desire to match the Steamworks SDK also explains a somewhat anachronistic coding style and weird directory layout. This project is kept in sync with the Steam code here at Valve. When we extracted the code from the much larger codebase, we had to do some relatively gross hackery. The files in folders named tier0, tier1, vstdlib, common, etc have especially suffered trauma. Also if you see code that appears to have unnecessary layers of abstraction, it’s probably because those layers are needed to support relayed connection types or some part of the Steamworks SDK.

So the code has some style issues that some people probably won’t like, but it does have the advantage of being battle tested over several years and millions of customers. We aim to make this lib a solid transport library and we hope people will use it to ship their games on non-Steam platforms. If there is something about this code that makes it awkward to use, or if it doesn’t work properly or you see a security or performance issue, please let us know.