#monogame — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #monogame, aggregated by home.social.
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Me: [working on ProtoDungeon 3 by placing decorative tiles behind a cliff literally no one will ever see]
5yo: Daddy! Did you put the stairs to the big bridge yet? Are you putting keys? Why not?? When can we play???
OK FINE SMALL CHILD
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Me: [working on ProtoDungeon 3 by placing decorative tiles behind a cliff literally no one will ever see]
5yo: Daddy! Did you put the stairs to the big bridge yet? Are you putting keys? Why not?? When can we play???
OK FINE SMALL CHILD
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Mibo 3.0.0 is out
This release is quite minimal but does bring breaking change for MonoGame users.
Mibo now supports MonoGame 3.8.5 which brings Vulkan and DX12 among other changesFor Raylib consumers this is just like another point release, no breaking changes at all.
Release Notes:
https://github.com/AngelMunoz/Mibo/releases/tag/v3.0.0 -
Mibo 3.0.0 is out
This release is quite minimal but does bring breaking change for MonoGame users.
Mibo now supports MonoGame 3.8.5 which brings Vulkan and DX12 among other changesFor Raylib consumers this is just like another point release, no breaking changes at all.
Release Notes:
https://github.com/AngelMunoz/Mibo/releases/tag/v3.0.0 -
Mibo 2.0.0 has been released!
Write your Indie Games in F# whether it is Turn Based, Platformer, FPS, RPG, 2D, 3D, Low poly etc...
Target Raylib or MonoGame or even Headless to power your game server.Release:
https://github.com/AngelMunoz/Mibo/releases/tag/v2.0.0 -
Mibo 2.0.0 has been released!
Write your Indie Games in F# whether it is Turn Based, Platformer, FPS, RPG, 2D, 3D, Low poly etc...
Target Raylib or MonoGame or even Headless to power your game server.Release:
https://github.com/AngelMunoz/Mibo/releases/tag/v2.0.0 -
Mibo v2.0.0-rc-001 is out!
Docs, samples and most things have been updated, templates are wip and will likely land soon.
Pre-release:
https://github.com/AngelMunoz/Mibo/releases/tag/v2.0.0-rc-001 -
Mibo v2.0.0-rc-001 is out!
Docs, samples and most things have been updated, templates are wip and will likely land soon.
Pre-release:
https://github.com/AngelMunoz/Mibo/releases/tag/v2.0.0-rc-001 -
Пишем Third Person Controller на MonoGame. Часть II
Это вторая часть серии туториалов, где мы реализуем Third Person Controller на MonoGame. В этой части мы заменим капсулу персонажа на анимированную модель. И прицепим меч на спину.
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Dancing with the Ai... 🤟😎
It works, no doubt!. ✅
We have to continue working on it... 🤷#MonoGame
#BuiltWithMonoGame
#ScreenshotSaturday
#gameengine
#gamedev
#indiedev -
Пишем Third Person Controller на MonoGame. Часть I
В этой серии туториалов мы реализуем простой Third Person Controller на базе MonoGame. Серия рассчитана на читателей, уже знакомых с основами MonoGame и 3D-графики.
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Content Pipeline в MonoGame: почему я его не использую
Введение Content Pipeline — это официальный способ работы с ассетами в MonoGame. Однако в сообществе уже давно существует немалая группа разработчиков, которые его не любят и предпочитают загружать ассеты в «сыром» виде. Особенно это заметно в сообществе FNA(ещё одной реализации XNA4) — там такой подход используют практически все. Я тоже давно в этой «партии» и в этой статье объясню, почему…
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via @dotnet : .NET MAUI Moves to CoreCLR in .NET 11
https://ift.tt/kBL2ZRv
#dotnet11 #coreclr #dotnetmaui #maui #mobiledevelopment #net11preview4 #android #ios #mac Catalyst #xamarin #mono #unity #avalonia #unoPlatform #monogame #godot #nativeaot #r2r #pgo #dotn… -
via @dotnet : .NET MAUI Moves to CoreCLR in .NET 11
https://ift.tt/kBL2ZRv
#dotnet11 #coreclr #dotnetmaui #maui #mobiledevelopment #net11preview4 #android #ios #mac Catalyst #xamarin #mono #unity #avalonia #unoPlatform #monogame #godot #nativeaot #r2r #pgo #dotn… -
Particles in #MonoGame? 🤔
It works, no doubt!. We have to continue working on it...🥳 😎👍 -
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 -
Scenes in MonoGame? 🤔
Loading and changing scenes in #MonoGame is easy, practical, and effective! 😎👍#BuiltWithMonoGame #ScreenShotSaturday #gameengine #gamedev #indiedev #solodev
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Shaders in MonoGame?🤔
Of course, we have them! 😌Creating shaders in #MonoGame is easy, practical and cool! 👍
We've created some basics!
Blink, Wiggle, Dissolve, Scroll and Shadows 2D…Oopss I forgot the stars in the background! 😅
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😎 We created an extension, with it we animated some sprites in #MonoGame ...
We have Tweens of course! 😌 -
We created a library, some extensions and a singleton, with them we coded some basic examples such as: 8 Ways Move, Look at Mouse, Rotate and Move, Click and Move, Follow the Mouse and with this we understand the development of video games in #MonoGame 2D.
#ScreenShotSaturday -
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
https://peertube.paahtimo.games/videos/watch/9adc3d9f-7e8c-4410-ae01-115b48a993d4 -
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!
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🎮 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? 🤯
https://github.com/MonoGame/MonoGame #MonoGame #crossplatform #gameDev #integration #HackerNews #ngated -
🎮 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? 🤯
https://github.com/MonoGame/MonoGame #MonoGame #crossplatform #gameDev #integration #HackerNews #ngated -
MonoGame: A .NET framework for making cross-platform games
https://github.com/MonoGame/MonoGame
#HackerNews #MonoGame #GameDevelopment #CrossPlatform #.NET #OpenSource
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MonoGame: A .NET framework for making cross-platform games
https://github.com/MonoGame/MonoGame
#HackerNews #MonoGame #GameDevelopment #CrossPlatform #.NET #OpenSource
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New small tutorial on fitting all players on screen with a dynamic zooming camera using MonoGame.Extended
https://itch.io/blog/1424054/fitting-all-players-on-screen-with-monogameextended-orthographiccamera
#MonoGame
#MonoGameExtended
#GameDev
#IndieGameDev
@monogameextended
@MonoGame -
New small tutorial on fitting all players on screen with a dynamic zooming camera using MonoGame.Extended
https://itch.io/blog/1424054/fitting-all-players-on-screen-with-monogameextended-orthographiccamera
#MonoGame
#MonoGameExtended
#GameDev
#IndieGameDev
@monogameextended
@MonoGame -
Zephyr Texture Packer v0.2.1 Update
https://aristurtledev.itch.io/zephyr/devlog/1412748/version-021
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Zephyr Texture Packer v0.2.1 Update
https://aristurtledev.itch.io/zephyr/devlog/1412748/version-021
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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
https://davehenry.blog/2026/02/a-weekend-of-game-development/ -
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
https://davehenry.blog/2026/02/a-weekend-of-game-development/ -
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
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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
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Mibo 1.5.0 is out with an enhanced 2d rendered that allows you to add lights and shadows to your 2D games!
Release notes:
https://github.com/AngelMunoz/Mibo/releases/tag/v1.5.0Sample Code:
https://github.com/AngelMunoz/Mibo/tree/main/samples/2DSample -
Mibo 1.5.0 is out with an enhanced 2d rendered that allows you to add lights and shadows to your 2D games!
Release notes:
https://github.com/AngelMunoz/Mibo/releases/tag/v1.5.0Sample Code:
https://github.com/AngelMunoz/Mibo/tree/main/samples/2DSample -
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
https://habr.com/ru/articles/988696/
#инди #индиигры #индиразработка #gamedev #игры #c# #c#net #игровой_движок #игровой_дизайн #игровой_фреймворк
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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
https://github.com/AngelMunoz/FsBump -
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
https://github.com/AngelMunoz/FsBump -
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:
https://angelmunoz.github.io/Mibo/render-pipeline.htmlCode and samples here:
https://github.com/AngelMunoz/Mibo -
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:
https://angelmunoz.github.io/Mibo/render-pipeline.htmlCode and samples here:
https://github.com/AngelMunoz/Mibo -
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
https://angelmunoz.github.io/Mibo/Source repo :)
https://github.com/AngelMunoz/Mibo -
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
https://angelmunoz.github.io/Mibo/Source repo :)
https://github.com/AngelMunoz/Mibo -
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 😁
https://github.com/AngelMunoz/MiboThe readme and the roadmap also include some of my thoughts behind it
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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 😁
https://github.com/AngelMunoz/MiboThe readme and the roadmap also include some of my thoughts behind it
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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 farCode at:
https://github.com/AngelMunoz/Kipo/tree/feat%2F3d-map-editor
I will loosen the license next year and plan to keep it open source for other dotnet and F# devs to explore -
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 farCode at:
https://github.com/AngelMunoz/Kipo/tree/feat%2F3d-map-editor
I will loosen the license next year and plan to keep it open source for other dotnet and F# devs to explore -
🚜🌾 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. 🎩🖥️
https://monogame.net/blog/2025-12-30-385-new-sponsor-announcement/ #StardewValley #OpenSource #GameDevelopment #IndieGames #CSharpFashion #HackerNews #ngated -
🚜🌾 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. 🎩🖥️
https://monogame.net/blog/2025-12-30-385-new-sponsor-announcement/ #StardewValley #OpenSource #GameDevelopment #IndieGames #CSharpFashion #HackerNews #ngated -
Stardew Valley developer made a $125k donation to the FOSS C# framework MonoGame
https://monogame.net/blog/2025-12-30-385-new-sponsor-announcement/
#HackerNews #StardewValley #MonoGame #Donation #FOSS #GameDevelopment #IndieGames
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Stardew Valley developer made a $125k donation to the FOSS C# framework MonoGame
https://monogame.net/blog/2025-12-30-385-new-sponsor-announcement/
#HackerNews #StardewValley #MonoGame #Donation #FOSS #GameDevelopment #IndieGames
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The last few days have been dedicated to two things
1. Performance
2. Finally, some GUI indicatorsThis now runs smoothly at around 170MB RAM (in intense activity moments), much less than your average chrome tab 🤣
Code lives at
https://github.com/AngelMunoz/Kipo -
The last few days have been dedicated to two things
1. Performance
2. Finally, some GUI indicatorsThis now runs smoothly at around 170MB RAM (in intense activity moments), much less than your average chrome tab 🤣
Code lives at
https://github.com/AngelMunoz/Kipo -
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
https://github.com/AngelMunoz/Kipo/pull/20