. This tutorial serves as an introduction to both MonoGame and XNA. It covers the history of XNA and MonoGame and looks quickly at why you would want to use MonoGame for your project.
This tutorial covers installing MonoGame, creating and running an MonoGame project on Windows with Visual Studio. Also covers using the Content Pipeline. This tutorial covers installing MonoGame, creating and running an MonoGame project on Mac OS with Xamarin Studio. Also covers using the Content Pipeline.
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This tutorial is the beginning of the coding. We look closely at the lifecycle of a MonoGame application then the game loop. We then explore fixed step vs variable step loops. Welcome to the 'graphics' chapter. Here we look at loading a texture using the content pipeline and then rendering it on screen.
Setting up the Environment Basic VMWare (or Parallels) and Visual Studio installation. Set up a VMWare Image with Windows XP and Visual Studio 2005 or 2008 (any edition from Express to Team System should do fine).
Of course we cover a great deal more including translating, scaling, rotating, tinting sprites, sprite ordering and blending and more. This tutorial looks at how you handle input from the keyboard, mouse and gamepad. It also explores topics such as gamepad deadzones and handling state changes.
This tutorial looks at all aspects of handling audio in Monogame. This includes playing sound effects and songs, both from the content pipeline and directly or using the Xact audio tool from the XNA SDK. In this tutorial we start looking at 3D programming with XNA. We look at creating the View, Projection and World matrix, to create a camera capable of panning, zooming and orbiting. We then create a 3D model programmatically as well as one loaded from file. This video gives an overview of the MonoGame and contains a bit of a history lesson on both XNA and MonoGame. This video shows you how to get up and started on MonoGame developing on MacOS.
Covers installation, creating a project using Xamarin Studio then demonstrates using the Content pipeline. In this video we finally start coding. We look in detail about the applications lifecycle, from creation and initialization to the game loop and cleanup. Along the way we discuss fixed vs variable step loops and controlling the frame rate. This video starts to look at graphics programming.
Specifically how to load and display textures, how batching works and how to deal with transparencies. In this video we look at handling input from keyboard, mouse and gamepad. In this video we explore all facets of audio programming in MonoGame including use of the Xact tool from XNA.
This quick video shows how to create a simple textured model in Blender and export it to MonoGame. Here we start to learn 3D programming. This includes creating a camera that can pan, zoom and orbit. We also create a triangle by hand, followed up by importing and loading a 3D model.
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