Mention:
How the Frostbite Engine Became a Nightmare for EA in General, and BioWare in Particular
I hope someone can start adding to this thread, it appears to be useful for many users, I am walking away for a while, sorry and thanks.
Unfortunately many XNA sites have gone down recently, If you know any, please do list them here and I can check to see if the wayback machine has cached them, er or you could also do that and link those sitesā¦
The fonts we can still use I believe:
Special Thanks to @SimonDarksideJ
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Yup, the xna archive contains all the original xna documentation, education and samples, as well as a lot more, such as some of ziggware, dxa and more
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Can you link it in your post?
Itās listed above, but here it is again
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If I have not linked this here already:
Met many issues along the road to make my game run on Xbox. So I thought I could start documenting it.
I recommend checking out this UWP code for monogame by @michaelarts
License
-Applied to the ID@XBOX program (easy to google).
-I emailed them about games I wanted to release. In the beginning they thought my game werenāt showing of the power of the xbox. But they must have lowered their expectations since then, and considering I am a total bottom of the barrel developer, I would say than anā¦
Came across this channel and thought everyone on here may find it useful.
Unsure if already posted this in here, wish there was a way to search a thread post, either way, wanted to add this here either way.
I know internally monogame uses if defines for different platforms. My question is as follows.
Is there a public Get accessor that will return for example DesktopGL or Windows (Dx) that i can call from within Game1 to return what monogame seeās as the TargetPlatform internally ?
Detailsā¦
Recently i was asking about loading a .fx from a string. (Pumpkin Pudding had the answer)
I would like to wrap that up into a nice little codeblock that doesnāt care if its open gl or dx under the hood and wā¦
throbax
December 6, 2019, 8:55am
132
I believe there isā¦ Search-button on the top-right next to your image and the burger-button.
Then tick the āsearch this topicā checkbox. Voila.
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AH, no way, more than 3 years here and never ever done a search while in a post lol THANK YOU!
EDIT
I suppose being partially blind doesnāt help either lol
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throbax
December 6, 2019, 9:11pm
134
Always glad to be of service
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This was so cool i have to post it somewere lol.
I found this snippet below.
When trying to figure out how to do a compile time type inference on another instance and store it. When within a derived class that is inheriting from a abstract base. Which meant the former had to take a unknown generic type and hold it at compile time while still acting like a proper derivitive of the abstract base. So that it could still be a child or parent node of any other type that derived from the abstract type or act as one itself.
Crazy anyways.
This helped a lot.
// infer type without reflection.
public static class TargetTypeInferenceExtension
{
public class TargetType<T>
{
public T Target { get; set; }
public TargetType(T wrappedInstance)
{
Target = wrappedInstance;
}
}
public static TargetType<T> GetTarget<T>(this T itemInstance)
{
return Create(itemInstance);
}
private static TargetType<T> Create<T>(T itemInstance)
{
return new TargetType<T>(itemInstance);
}
}
Thanks to joe.
http://joelabrahamsson.com/a-neat-little-type-inference-trick-with-c/
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KakCAT
January 11, 2020, 10:35am
136
Not MonoGame-based, but I found this tool excellent. It allows you to detect in compile time all kinds of boxing and memory allocations.
I havenāt been able to make it work with VS2017, but works very well with VS2019.
Roslyn based C# heap allocation diagnostic analyzer that can detect explicit and many implicit allocations like boxing, display classes a.k.a closures, implicit delegate creations, etc. - microsoft...
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Adding this here as I really need somewhere to find that 16 player video
http://www.monogame.net/news/
Seems Riemers is having database connection issues, since December or so.
You can access archives of it here:
https://web.archive.org/web/20191127191400/http://riemers.net/
Another not MG specific but useful none-the-less:
Video game localization is the preparation of video game software and hardware for sale in a new region or country. Although translating the text is a large part of localization, the process includes any changes made to a game, including altering art assets, creating new packaging and manuals, recording new audio, transforming hardware, cutting out whole portions of the game due to differing cultural sensitivities and/or local legal requirements, and even adding sections to replace cut content.
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