i’m really struggling with monogame.
making 2d games is easy. but anything sort of complex is a no-go.
i try to compile kosmonaut’s modelviewer
github - Kosmonaut3d/Modelviewer
and i get an error that monogame cannot find SHARPDX.DLL
i looked into this. it seems to be a bug that at least a few people have run into. i tried EVERY workaround.
i pasted sharpdx.dll directly into the output folder. no luck. i added it to the references. nothing. i added the dll to the project. no result. i set up the property on the compiler for this DLL to be an embedded resource. not working.
i set up the entry point of the application to load assemblies like someone mentioned here:
stackoverflow - questions/21035400/could-not-load-file-or-assembly-sharpdx
it does not work.
i even tried installing other monogame releases.
to no avail.
ok. so i give up on that.
i try to compile kosmonaut’s engine.
github - Kosmonaut3d/DeferredEngine
now it is bugging out in different ways (it is not even consistent) sometimes i get a black screen. sometimes i get an error that the model trying to be drawn is not found. sometimes it straight up tells me that the graphics device is REMOVED. (WHAT?) sometimes i get an error telling me that SDL2.DLL is not there… this is the most workable error (and the one that actually points to what is happening)
so i paste SDL2.DLL from the assemblies into the output folder, and i can actually compile, but keyboard/mouse input Doesn’t work. at all. then if i close it and try to recompile, we’re back to black screens…
so, i give up on this too…
then i try to compile my xna little projects. (my bag of tricks!!! nothing extremely fancy like a deferred renderer, but stuff like rendering screen-space normals to the screen…)
now i am finding out that i simply CANNOT generate tangent frames for models with monogame content pipeline. this won’t let me do any fancy rendering at all… i am stuck with graphics from the year 1999
(some thread claims that this is fixed, but it is not fixed. i tried using the open asset importer, i tried forcing the pipeline to generate these tangent frames but it just compiles to a black screen… - i have not tried if the 3.7 dev release works with fbx tangent frames, but my .x file is not having it’s tangent frames generated)
other stuff is also BIZARRE.
there is a monogame.framework.content.pipeline.dll (or is it XNA framework content pipeline dll? i don’t know what the name is but it’s the monogame version) that projects use. but the assemblies of monogame does not include this file.
the only place i’ve found it is with tainicom’s aether extra project
github - /tainicom/Aether.Extras
so every time i need the content pipeline.dll, i have to add a reference to a project that i downloaded…
all i can do is laugh… because i do not want to cry
what is going on?
i have seen threads on this site (official monogame site) that claim these issues are fixed and the issues threads are closed. but these issues are not fixed for me!!!
please, anyone that can point me to the light… what can i do???
what am i missing!??! i would appreciate some help.
i really cannot learn how to work in monogame to fix my animations (in monogame the skinnedmodel animations are choppy compared to XNA)
if i cannot compile even the work of people who DO have it working. because i am sure nobody will just explain anything to me or make a tutorial for me. but even my usual approach of reverse engineering is impossible…
i am working with windows7, monogame 3.6 (i actually just switched to 3.7 development build!!! did no good either) and visual studio 2017.
sure it works fine if i try to compile a 2d platformer. but that’s not what i’m trying to do.
i know that it should work, because kosmonaut has an amazing deferred renderer working, with a thousand bells and whistles.
but i cannot even compile it 90+% of the time…
somebody please help???
i asked cosmonaut himself. but he doesn’t know what’s going on. he’s been really nice and i admire him.
but i just cannot fathom how he solved these issues? i am assuming he didn’t run into most of these…