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...
View ArticleDoes 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...
View ArticleMonoGame 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...
View ArticleMonoGame 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,...
View ArticlePCL 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...
View ArticleMonoGame: 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...
View ArticleMonoGame: 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...
View ArticleMonoGame: 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...
View ArticleIntel 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...
View ArticleMonoGame 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...
View ArticleMonoGame 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) -...
View ArticleMonoGame 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...
View ArticleA 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...
View ArticleMonoGame 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...
View ArticleAll 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...
View ArticleXNA 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...
View ArticleAutomation 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...
View ArticleUpdating 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...
View ArticleUWP 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...
View ArticleMonoGame 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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