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Channel: MonoGame – Dark Genesis
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XNA to MonoGame and beyond

As part of a new “Back to basics” series which extends on my original XNA Futures article some months ago, I’m going to cover all the options I explained back then in more detail plus probably a few...

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Does lightning really strike twice?

It all started one sunny morning when Michael Hoffman who wrote a shocking article on some fantastic lighting effects all done with XNA, I read this and was immediately impressed just how simple his...

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MonoGame gets Shocked!

Following on from my previous article we don the rubber gloves and grab Zeus’s lightning bolt to launch it on other platforms. Not cryptic enough for you then read on We left off just porting Michael...

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MonoGame goes Portable

While I was putting together the MonoGame solution for shocking effect you did seem to get the feeling you were building your game for several platforms, there’s a fair bit of too’ing and fro’ing,...

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PCL targets for Mono / MonoGame projects

I’ll be blogging over the next few weeks about my involvement with the MonoGame project in the dark dark backgrounds, all around the area of PCL support within the project. I’ve been focusing on two...

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MonoGame: Using libraries with Windows Phone projects

A challenge faced by the MonoGame team when they created Windows Phone 8 support was that XNA is actually included with the platform, this created a unique challenge because it was a direct...

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MonoGame: Content Projects & Custom Model Types

Are we sitting comfortably, then let us begin In yet another one of my adventures with MonoGame and showing new an interesting ways you can take you old XNA code and move it forward on to the MonoGame...

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MonoGame: Building Portable Solutions

In one of my previous articles I talked about how MonoGame could be used with portable libraries, this was off the back of some work I was doing with the MonoGame team to help with some of the more...

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Intel Perceptual computing and the Perceptual challenge

Not so long ago Intel launched their new perceptual computing vision which effectively is a cheaper alternative to Microsoft Kinect sensor, alongside that they began a challenge to create some...

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MonoGame NuGet packages are go…

After a few last rash hours and feedback from the NuGet team themselves, I can finally announce that MonoGame finally has NuGet support     *Note Just did a quick browse on NuGet for MonoGame and you...

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MonoGame NuGet packages updated 10th December

After a flurry of activity the MonoGame NuGet packages have been updated. 3.1.2 – Dev Release as of 10th December 2013 They are as follows: MonoGame (full) -...

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MonoGame 3.2 NuGet packages are GO!

       Just over a week ago the MonoGame released the latest full package for the MonoGame framework, now baselined at Version 3.2 MonoGame 3.2 This release brought numerous fixes, improvements and new...

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A new breed of samples for MonoGame

One common question surrounding MonoGame has always been the quality of the samples currently maintained in the various branches of the project. Being an opensource project this has always been a...

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MonoGame Modularisation

Times are changing and now that the latest milestone release of MonoGame (V3.2) is out there has been a lot of taking stock actions on the GitHub Site. Old PR’s and issues are being validated and...

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All hail the old and the new–The MonoGame content builder tool

Thought I might try and write the longest title ever on my blog, not sure I’ve made it but it was a worthy effort. The world of content Back in the hay day of XNA, we had a lovely little extension...

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XNA is no more, as the phoenix rises from the ashes

I personally hate link-baity titles, however this one is completely justified.   We have finally reached the end of an era and the dawn of the next with the MonoGame project.  The latest release has...

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Automation and continuous delivery with MonoGame

For a long time MonoGame had only spurious updates and not a lot of outward activity (as opposed to the frantic and sometimes chaotic internal goings on in the mass of community contributions), this...

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Updating old FBX files for the modern era

FBX as a standard for 3D model files has been around a while now, it’s robust and commonly used simply because formats like .X (DirectX) and obj (Wavefront) either aren’t supported or implementations...

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UWP and development on Xbox One

By now, everyone should have watched or at least heard about the Build2016 keynote announcements from Phil Spenser about development for Xbox One and the opening up / enablement (at long last) of the...

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MonoGame Content Project tool walkthrough

To accompany the video project for the Content Project/pipeline tool, this blog post will also show you all the features of the MGCB tool, along with a few tips and tricks. The video for this post can...

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