🔗 Useful MonoGame Related Links U-MG-RL

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:

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.

GDC 2018 Interview: Xbox Creator’s Program And Indie Games

“A collection of design documentation from the development of The Sims from Electronic Arts and Maxis, dating back to 1997”

“”Developer program overview””

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3 Advantages to Relying on Open Source for Game Development

Not exactly MG related however, it does help newcomers better understand the platform it is built upon, somewhat…

The Good and the Bad of .NET Framework Programming



I should point out:
A) stupid domain name
B) I disagree with most of the negatives [But then I am biased somewhat lol]
C) Forgot what C was…

Some random 2.5D related links I posted on a topic recently


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Heads up

Not MG related entirely but useful nonetheless…

Unsure if posted this already but it popped up as being updated two hours prior to me posting this here, so yay! it looks so good there!

Mention at:

You can also just read the transcript…

New mentions this week:

[A horrible blog site, Why on earth would your post title link back to the same damn page?]
MG 3.7 release related… [Because I couldn’t copy the title, lazy? maybe, but I am doing this for free…]

And another about the VITA side of MG…
Timespinner Vita Issues Acknowledged During Reddit AMA

In case I forgot to post this here: