Found this gem:
Shared Code Projects:
Found on that page:
On a related search:
That related search:
https://www.bing.com/search?q=monogame+shared+code+project&FORM=AWRE
Boy, never click that buttonā¦
It takes you here [I am talking about the MonoGame Tag on the individual posts lol]:
https://www.codeproject.com/search.aspx?sbo=kw&aidlst=2686
Related to that thread with the YouTube banner:
1 Like
I thought I linked to this already:
Hi guys,
GITHUB: https://github.com/UncleThomy/DeferredEngine
I reworked my deferred engine playground basically from scratch. It started out as a real fast way to make some models appear on screen, but now it has a bit more structure.
[image]
What it is:
Itās a scene setup which enables programmers to quickly try out new shaders in a deferred environment with a relatively easy way to import models with physically based materials`
[image]
This is the main draw function. As you can see iā¦
XNA Colour list, found on a post by @kosmonautgames here:
Here is some reference.
http://www.foszor.com/blog/xna-color-chart/
I just want to point out that a lot of modern beautiful colors, like magenta variations and yellows are missing in favor of 20 sand colors that look super similar. Haha. I think the color palette is fine actually, just the nomenclature
If you want true green (0,255,0) you need to use Lime. DO NOT CONFUSE WITH LIMEGREEN!
http://www.foszor.com/blog/xna-color-chart/
Another fine contribution by @willmotil
Well i forgot all about this, I wrote this after a post between me and kwyky about the createlookat function. I meant to post it and forgot about it. This is like a 3d space sim camera. i could of fixed the y axis or done it a bit more but i never got around to it still its good for what it is a simple camera.
The idea was.
You add a world space object to a class.
You can then control it using the Input class.
Send it to the view space camera transformer.
You get back a combined worldviewprā¦
http://retrocade.net/2017/01/25/post-processing-shaders-in-monogame/
Found here:
I have written a short guide about adding post-processing shaders to MonoGame, itās a simple guide covering the minimal amount of necessary knowledge that assumes you know a little bit about anything. Iāve gotten more RTs and Likes on twitter from this post so I thought āhey, maybe Iāll cross-post here because people might find it usefulā.
Hereās the post: http://retrocade.net/2017/01/25/post-processing-shaders-in-monogame/
On a side-note, Iāll certainly be writing more pieces on MonoGame in tā¦
A topic on Video Game Law:
https://developer.microsoft.com/en-us/windows/projects/campaigns/windows-developer-day
Get the latest Microsoft documentation for end users, developers and IT professionals: API reference, code examples, technical documentation and more.
Something useful for newcomers
So, having only used Visual Studio a little and not extensively, while doing my third C# studies and more of a refresher than a study, I came across something I overlooked - though I had wondered of it - the Local Help Documentationā¦
On the Menu bar, click Help > Add and Remove Help Contentā¦
Add whatever you need, say C# hereā¦ and then after clicking Update, close that window and click Help again and this time select Set Help Preference > Launch in Help Viewerā¦
And viola, you can see all helpā¦
Unable to edit the post on this thread so posting it here for reference if not already done
MonoGame 3.5.1 VS 2015 CE Templates Fix
Originally posted to the first link below, I am just sharing this as a thread to make it easier for me or others to link to the required help information.
Side note: I was not using any proof reading when I made those posts and have added them here as originally posted.
To fix this all I did was open the template inside the templates folder with explorer; that is the zipped WindowsUniversal.zip file.
Edited the WindowsUniversaā¦
Might be a good idea to pin that thread for a while?
Shaders related
A bloom filter module, which can easily be added to existing applications. Solution includes sample - GitHub - Kosmonaut3d/BloomFilter-for-Monogame-and-XNA: A bloom filter module, which can easily ...
Found in this post by @kosmonautgames here:
I chanced upon this post by Tom today, I think it is time I read every post he has made sometime soonā¦
Welcome to the official site for the MonoGame open source game framework. Youāll find topics on features, bugs, development, and general support here.
Before You Post
Take a look at MonoGame site for an overview of the framework.
Check our documentation page .
If you are reporting a bug then post an issue on GitHub .
Read our FAQ and always be polite to others.
Please search before creating a new topic as we may have covered it.
Additional Support
Here are some additional partner technologiesā¦
There are some useful links in that postā¦ at the bottomā¦
Is OUYA still a supported platform? is it even a thing now?
As far as I know OUYA support has been removedā¦ Read it in a PR somewhereā¦
1 Like
Tom
March 3, 2017, 5:21pm
29
I fixed this. Just an old category post.
1 Like
Found these while helping with a recent request for controller input handling, thread post linked belowā¦ the last link in the list actually links to someoneās YouTube videosā¦ worth a visit perhapsā¦
Search term used: xna analogue stick input
http://xboxforums.create.msdn.com/forums/t/58712.aspx
In this chapter we are going to explore handling input from the keyboard, mouse and gamepad in your MonoGame game. XNA/MonoGame also have support for mobile specific input such as motion and touch screens, we will cover theses topics in...
His channel: he also has some Blender tutorials which may be handyā¦
Gamefromscratch is the video channel of http://www.gamefromscratch.com.
We cover all things game development related, with a focus on tutorials. Game engines, art tools, programming languages, you name it, we will cover it. After doing text based...
His MonoGame playlistā¦
VIDEO