home.social

#monogame — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #monogame, aggregated by home.social.

  1. Our way! 😎👍
    Today we already have a #MonoGame Engine made up of: Scenes, Cameras, Sprites, Nodes, Animations, Materials, Tweens, Collisions, Extensions…
    It works, no doubt!. We have to continue working on it...🥳
    #BuiltWithMonoGame #gameengine #gamedev #indiedev

  2. Elemental systems meet bullet-sponge platforming! Check out this devlog for Mushy Score — an open-source 2D MonoGame platformer. Watch me prototype elemental mechanics, tune enemy waves and polish the scoring loop. Short, nerdy, and satisfying. #GameDev #IndieGame #MonoGame #OpenSource #Devlog #Prototyping #LevelDesign #English
    peertube.paahtimo.games/videos

  3. 3d в MonoGame, python в c# или всё таки KNI в браузере? трёхслойная постирония о том, как я игру делал

    Всем привет. В ходе этого материала вы узнаете: 1. Как сделать простой рендер на c# в MonoGame 2. Что использовать, чтобы вызвать python из c# 3. Почему пункт 2 - это плохая идея 4. Как MonoGame игру сбилдить в web/html с помощью его форка KNI Пристёгивайтесь, будет весело! ПРИСТЕГНУТЬСЯ!

    habr.com/ru/articles/1007946/

    #kni #monogame #microsoft_xna #mazegame #blazor_webassembly

  4. 🎮 MonoGame: The #.NET framework determined to make you believe that "cross-platform" means "write once, debug everywhere." 🚀 It's a delightful mix of #GitHub buzzwords and promises—because who doesn't want to spend their time integrating external tools instead of actually making games? 🤯
    github.com/MonoGame/MonoGame #MonoGame #crossplatform #gameDev #integration #HackerNews #ngated

  5. A Weekend of Game Development (2026-02-22)
    I spent some time faffing with some code, to see where it would take me.
    #GameDev #MonoGame #CSharp
    davehenry.blog/2026/02/a-weeke

  6. I think this is my first "#screenshotsaturday" but I finished the official #monogame tutorial for the Dungeon Slime Game. I really learned a lot and had a lot of fun. It feels really good to complete something. This took me WAYYYYY too long to complete but I completed it and I'm going to take that momentum into the next project whatever that will be

  7. Оптимизация рендера 2D-персонажей в MonoGame: Прагматичный подход слоёв и инстансинга

    Теги: #monogame #gamedev #оптимизация #csharp #графика #индиразработка Введение: Проблема падающих FPS и желание красоты Каждый разработчик 2D-игр, мечтающий о живом, населённом мире, рано или поздно упирается в суровую реальность: рендеринг множества уникальных анимированных персонажей — это дорого. Хочется дать игроку кастомизацию, смену снаряжения, разнообразие врагов, но классический подход «нарисовать каждый спрайт отдельно» ведёт к сотням draw calls и падению производительности. В своей инди-игре (симуляторе жизни в мире фэнтези-жуков) я столкнулся с этой проблемой в полный рост. Мне нужны были десятки NPC на экране, каждый — с возможной сменой брони и оружия. Решением стала гибридная система рендеринга, основанная на разделении персонажей по уровням детализации и использовании инстансинга . В статье я разберу её архитектуру, код и полученные выгоды. Часть 1: Анализ проблемы — почему «в лоб» не работает Допустим, у персонажа 10 слоёв: тело, голова, ноги, броня, шлем, оружие в каждой руке и т.д. Если рендерить каждый слой отдельным вызовом SpriteBatch.Draw() , для 50 NPC мы получим 50 × 10 = 500 draw calls . При целевом значении в 60 FPS у нас есть всего ~16.6 мс на кадр. Если один draw call занимает ~0.1 мс, только на отрисовку персонажей уйдёт 50 мс — это в три раза больше бюджета! Ключевой инсайт: Не всем персонажам нужна одинаковая детализация. Фоновому горожанину или стае врагов не требуется динамическая смена снаряжения. А главному герою — требуется. Часть 2: Гибридная архитектура — 3 уровня детализации

    habr.com/ru/articles/988696/

    #инди #индиигры #индиразработка #gamedev #игры #c# #c#net #игровой_движок #игровой_дизайн #игровой_фреймворк

  8. I think this is a better showcase for Mibo's new 3D rendering pipeline 😆

    managed to run it on android, there's some FPS drops I need to check why overall I did not expect it to look quite similar, as usual mobile is another beast

    No optimizations yet or anything this is mainly the game I'm writing for my son
    github.com/AngelMunoz/FsBump

    #dotnet #monogame #fsharp #mibo #gamedev

  9. Mibo now has a better 3D renderer for (hopefully) 90% use cases you may run into when starting your dev journey in F#
    From billboard, multiple lights/shadows, Quadbatch, and effects (bloom, post processing, etc)

    Docs here:
    angelmunoz.github.io/Mibo/rend

    Code and samples here:
    github.com/AngelMunoz/Mibo

    #monogame #fsharp #dotnet #gamedev

  10. I know when you think about GameDev you think about C++ C# or even rust!
    Welp, I'd like you to consider giving F# a chance.
    Mibo aims to become micro framework on top MonoGame.

    It'll give you some ergonomics, and pathways for you to write your games in seamless F#

    Docs
    angelmunoz.github.io/Mibo/

    Source repo :)
    github.com/AngelMunoz/Mibo

    #dotnet #gamedev #fsharp #monogame

  11. Looking for Feedback!
    Today I spent quite some time trying to come up with a micro-framework/library on top of MonoGame that enables a more F#'ish ways to build software
    I have a sample that resembles the path I'm trying to aim at feedback is welcome
    #dotnet #fsharp #monogame
    👇
    So... No Kipo updates, but I try to still use my time 😁
    github.com/AngelMunoz/Mibo

    The readme and the roadmap also include some of my thoughts behind it

  12. And before the year ends, last update!
    The map editor is working, playtest mode enabled, full 3D rendering (no more 2.5D).
    Perf rounds pending, and better QoL features pending but I'm so happy I've arrived this far

    Code at:
    github.com/AngelMunoz/Kipo/tre
    I will loosen the license next year and plan to keep it open source for other dotnet and F# devs to explore

    #fsharp #monogame #dotnet #gamedev #BuildingInPublic

  13. 🚜🌾 Stardew Valley dev throws spare change at #MonoGame, hoping to harvest some open-source street cred. Meanwhile, MonoGame rejoices like it's Christmas in 2025, parading merch as if coding in C# suddenly became fashion-forward. 🎩🖥️
    monogame.net/blog/2025-12-30-3 #StardewValley #OpenSource #GameDevelopment #IndieGames #CSharpFashion #HackerNews #ngated

  14. The last few days have been dedicated to two things
    1. Performance
    2. Finally, some GUI indicators

    This now runs smoothly at around 170MB RAM (in intense activity moments), much less than your average chrome tab 🤣

    Code lives at
    github.com/AngelMunoz/Kipo

    #dotnet #monogame #fsharp #gamedev #buildinpublic

  15. I started working on some GUI elements now that more complex stuff is settled

    Still a long way to go but at least it is starting to look like an actual game

    Tracking PR
    github.com/AngelMunoz/Kipo/pul

    #monogame #fsharp #dotnet #gamedev

  16. Quiet but still trying to get things done 🤣

    Orbital system together with mesh particles on the way

    #monogame #fsharp #dotnet

  17. "Exploring MonoGame with F#"

    Thanks to @sergey_tihon for a spot in this year's FsAdvent calendar

    dev.to/tunaxor/exploring-monog

    If you like rust-like languages and would like to try game development, you should seriously give F# a try!

    The semantics are very similar, the ecosystem is strong and since it is a high lever language, it might be the right step between full rust and something like python

    #dotnet #fsharp #monogame #gamedev #fsadvent

  18. Particles have been quite difficult, cause' I have to reconcile logical coordinates, 3D world rendering and of course some sort of primitive physics
    Ah but Mr. A. wanted isometric 2.5D views

    Tracking PR
    github.com/AngelMunoz/Kipo/pul

    #monogame #fsharp #dotnet #gamedev

  19. Did I ever publicly mention I've been (slowly) working on porting my #Asteroidians codebase from #Unity to #Monogame ?

    Apparently that started June. 🙄

    I spent today working on my replacement Coroutine sys, which has gotten some 👀❓from the Monogame discord.

    I have specific needs for Coroutines though, for running game-simulation code over-time with my "deterministic lockstep sync" based #multiplayer architecture.
    And it keeps code tidy!

    #selftaught #gamedev #indiedev #programming #csharp

  20. Welp more basic blocks in place 3D models some animations, projectiles use 3D as well. I have a bunch of bunnies now

    Tracking PR
    github.com/AngelMunoz/Kipo/pul

    #dotnet #fsharp #monogame #buildinpublic

  21. Today I do have Pomo updates!

    Rendering a 3D model within the 2D map (no more squares yay!)
    I took some hard roads on me
    - isometric staggered map
    - 2D backgrounds
    - 3D entities

    Yet Monogame and F# taking it on like a champ

    I can see why GameDevs are a rare breed, while I know there's books and all it is a very daunting endeavour.

    Pulling an LLM to tackle on the things in hours that I would have taken months to research and learn is a real benefit.

    For example, Camera transforms + Rendering requires a lot of math, that math is a solved problem I don't have to understand it 100% in order to use it and make it work for my use case.
    Yet I would be struggling to know which math to use to begin with!

    #monogame #fsharp #dotnet #gamedev #buildinpublic

  22. No Pomo (real name TBD) updates today, I'm learning a bit of 3D game assets for MonoGame (With F# of course) so, Here's a super simple setup rendering 3D stuff

    You can check the sources (a single F# file) here:
    github.com/AngelMunoz/Gamino

    #dotnet #fsharp #monogame #buildinpublic

  23. One day … #MonoGame
    monogame.net/blog/2025-11-06-M

    One day I'll make a game.

    Nice that they are making project organization easier.

  24. Claw Engine: как студенты из НИУ ВШЭ релизнули MVP игрового движка

    Claw Engine: как студенты из НИУ ВШЭ релизнули MVP игрового движка Всем привет! На связи Bear Head Studio , команда Claw Engine . Мы рады сообщить об открытом релизе нашего игрового движка :)

    habr.com/ru/articles/962580/

    #Claw_Engine #monogame #gamedev #game_engine #c# #bear_head_studio #stride #hse

  25. Looks like path finding is now working.

    Since it was Sunday and I touched a bit of grass, I delegated this feature to a Copilot coding agent.

    So, I went to the bakery for some bread and coffee while this was being done by a bot in a PR

    Oh this is F# and MonoGame btw

    It felt like working with someone else TBH, I made some changes to the PR, I asked it to fix bugs and edge cases, and I made sure that the code was what I would expect in order to maintain it in the future.
    So no compromises in quality (well maybe a little 😅, I've seen worse)

    #dotnet #fsharp #monogame #gamedev #pathfinding #developers

  26. Hey Mastodon! I'm a struggling #ActuallyAutistic looking for part time work to sustain myself

    I'm a #selftaught #csharp #programmer of 10+ years:
    📝 Skills: Backend architecture, quick learner, attention to detail, project management, #linux
    🚗 Engines: #Unity #Monogame #Godot
    🔧 Tools: #git #rider #dotnet

    ▶️ Portfolio: bamboy360.com/portfolio/
    I'm also open to consulting/coaching if you're trying to learn!

    Boosts appreciated, tysm ♥️

    #FediHire #FediHired #getfedihired #hireme #gamedev #indiedev

  27. I've been busy outside of #gamedev for the last two weeks, but I'm returning to finish up the editor now.

    I'm doing a trial run rebuilding the graveyard island from my old level format using the editor and noting down a lot of small quality-of-life improvements I want to spend a couple of hours on next.

    youtu.be/EVVXMqTu4Z4?si=qsIKeI

    Still lots of fun!

    #indiedev #monogame #leveleditor

  28. Ok, turns out #JetbrainsRider has some weird behaviour when it comes to picking up environment variables (and these issues are know for 3 years 🥲).

    rider-support.jetbrains.com/hc

    The solution in my case: I added the environment variable to "/etc/environment" (no other file would work for me). Then Rider suddenly could see it. 🤷‍♂️

    #JetBrains #Rider #Dotnet #Csharp #MonoGame #Linux

  29. EDIT: Answer found, see mastodon.gamedev.place/@duke_o
    Thank you for boosting! 🧡

    🙏 Help needed with #JetBrainsRider under #Linux :

    How can I make an environment variable known to the build process in #Rider ?

    I am trying to build a #MonoGame project including shaders, and mgcb requires the env variable MGFXC_WINE_PATH.

    The variable is set (and works perfectly from the command line when I run "dotnet build"), but Rider does not pick up on it at all.

    I would appreciate any tip! 🙏

    #dotnet #CSharp

  30. Creepy Support: танец на граблях при создании нелинейной текстовой игры

    В программирование меня изначально привело желание делать игры, но как-то так получилось, что за 16 лет карьеры я успел позанимался чем угодно, но не ими. Десктоп, фуллстек-разработка, бэкенд, мобильные приложения, в создания которых я влюбился с головой… Но желание делать игры не пропадало, а просто ждало где-то в сторонке — и спустя столько лет таки дождалось своего часа! Демоверсия уже загружена в Steam, и меня прямо таки распирает от желания рассказать… нет, не о самой игре, а о набитых шишках и о том, как меняется игровой процесс после столкновения с первыми плейтестами.

    habr.com/ru/articles/912660/

    #разработка_игры #net #monogame #myra #ретро #текстовые_игры

  31. Honestly I think switching away from #Unity might be easier than most might think:

    - Unless you are deep* in development, consider porting to these.

    - #GodotEngine #UnrealEngine if you need 3D graphics with great editor.

    - #GameMaker #Construct if you need a 2D engine with many features.

    - #RenPy #RPGMaker if you need genre specific tools.

    -#MonoGame #SDL #Bevy #Love2D if you prefer a framework around your familiar languages.

    - Know that distinctive gameplay comes from you, not the engine!

  32. Holy shit. Back when I was in college, I was a very active member and developer for a #gamedev framework published by Microsoft called #XNA. After they shut down XNA, I moved to #Unity.

    But apparently... XNA never died. It was reborn as the open source project #MonoGame. If this is half of what I'm remembering it is... it'll be amazing.

    I can't believe I hadn't heard of this before today... Gonna try it out tonight.