OOOH found another link in my favourites history
Go here
http://monogame.codeplex.com/
ā¦ and click where it says:
Change History (all pages)
ā¦ and scroll to the bottom and work your way up, clicking Page links each time, then hit the back button or BackSpace key on your keyboard to go back and click the next link! notice that some have further links such as the Documentation pages, some good gems in those pages! worth a read!
For example, check out this list of games:
http://monogame.codeplex.com/wikipage?version=161
Which features handy YouTube video links too! XNA related but still relevant
You can find some pages showing release history of various games tooā¦
I highly recommend any serious coder who wants to utilise and learn how MonoGame has developed over the years to take a look!
Thanks for readingā¦
@kosmonautgames does it again
Hi guys,
very quick rundown of how to make MSAA work for your 3d game.
First of all - what is msaa? Itās multisample anti aliasing and it helps to combat the ājaggiesā at the edges of 3d models.
I wonāt explain why oversampling is needed, but for reference:
Make it work with the backbuffer (no rendertarget used)
This is the default option and it works right from the get-go.
(If you click on the images they will show up)
[image]
inside your game.cs (so the main class from which evā¦
Saved here for its usefulness
useful 3d tutorials and resources
General resources for rendering, a lot of XNA tutorials (Samples included)
Good tutorials for deferred engines
All around super useful for beginners (Samples included)
http://rbwhitaker.wikidot.com/xna-tutorials
http://rbwhitaker.wikidot.com/monogame-3d-tutorials
Useful resources on Light Prepass (Samples included)
Game development
One of the best rendering engineers around, covers almost all relevant 3d techniques. A lot of older/basic stuff is done in XNA wiht sources included
A lot of links to XNA engines, helpers, sources etc.
1 Like
I was looking for this
@throbax 's list
Deserves its own post here.
1 Like
2D (Deferred) Lighting:
http://www.soolstyle.com/2010/02/15/2d-deferred-lightning/
Originally found here:
Not quite sure what the layering part has to do with the shader.
I found this tutorial extremely helpful when I implemented lighting into my 2d engine:
When it comes to layers I simply render each layer into a separate render target, using three layers whereof each has unique lighting, for instance;
a light in the landscape layer is only affecting objects rendered within the same layer
a object within the layer in front of the landscape layer is not affected by the lighting in the landscā¦
A useful recent post regarding Lerping
In case anyoneās interested I just wrote a quick tutorial on using extended Lerp functionality for smooth sprite and/or camera motion. It contains a C# class file compatible with MonoGame. Check it out here
In mathematics, linear interpolation is a method of curve fitting using linear polynomials to construct new data points within the range of a discrete set of known data points.
If the two known points are given by the coordinates
(
x
0
,
y
0
)
{\displaystyle (x_{0},y_{0})}
and
(
...
@willmotil showed me this very useful link http://www.codinglabs.net/default.aspx though I suspect all the code is C++ā¦
Had these on my mobile, about to do a refresh of it so posting these here as they may be useful too!
https://www.codeproject.com/search.aspx?q=monogame&doctypeid=1%3B2%3B3%3B13%3B14&pgsz=50
I particularly like this one:
Some may find this useful:
Ooooh Sorting Algorithms in C#.NET
In case not already here:
MikeNET
A .NET compatible Networking API
Just in case you miss it:
Demo Code
You can download a visual studio 2010 and 2012 solution containing a number of sample projects using MikeNet from here .
Download
I have made a precompiled version with an installer which can quickly be integrated into your projects. The package includes:
C++ 32 bit and 64 bit debug and release libraries and pdb files for visual studio 2010 and 2012
C++ 32 bit release library and pdb file for visual studio 2008
DarkBASIC Pro DLL
.NET/CLR 32 bit and 64 bit DLL
Normal 32 bit and 64 bit DLL
Documentation
Demo code
You can get it from here .
I wonder if this works in VS15CE? or VS17RC
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¦