#monogame — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #monogame, aggregated by home.social.
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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… -
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… -
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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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: 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 -
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/ -
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 -
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 -
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 -
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 -
🚜🌾 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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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 -
Quiet but still trying to get things done 🤣
Orbital system together with mesh particles on the way
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"Exploring MonoGame with F#"
Thanks to @sergey_tihon for a spot in this year's FsAdvent calendar
https://dev.to/tunaxor/exploring-monogame-with-f-the-evolution-of-kipo-2ok0
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
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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 viewsTracking PR
https://github.com/AngelMunoz/Kipo/pull/11 -
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! -
Welp more basic blocks in place 3D models some animations, projectiles use 3D as well. I have a bunch of bunnies now
Tracking PR
https://github.com/AngelMunoz/Kipo/pull/7 -
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 entitiesYet 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! -
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:
https://github.com/AngelMunoz/Gamino -
One day … #MonoGame
https://monogame.net/blog/2025-11-06-MonoGame-Content-Builder/One day I'll make a game.
Nice that they are making project organization easier.
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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 :)
https://habr.com/ru/articles/962580/
#Claw_Engine #monogame #gamedev #game_engine #c# #bear_head_studio #stride #hse
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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) -
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: https://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
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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.
https://youtu.be/EVVXMqTu4Z4?si=qsIKeIaAyf7Mk4bQ
Still lots of fun!
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Converting a Microsoft XNA 3.1 game to MonoGame | by Andrew Lock.
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Ok, turns out #JetbrainsRider has some weird behaviour when it comes to picking up environment variables (and these issues are know for 3 years 🥲).
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. 🤷♂️
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EDIT: Answer found, see https://mastodon.gamedev.place/@duke_of_germany/114653904446523645
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! 🙏
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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.
https://habr.com/ru/articles/912660/
#разработка_игры #net #monogame #myra #ретро #текстовые_игры
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The year is coming to an end and I want to get this blog post out the door. It's about making your game logic independent of the framework using hexagonal architecture. #GameDev #MonoGame #CleanArchitecture #HexagonalArchitecture #gaming #GameDevelopment #dotnet #programming https://shendriks.dev/posts/2024-12-30-making-game-logic-framework-independent-with-hexagonal-architecture
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New post: A* Pathfinding in 2D Games: From Top-Down to Side-View https://shendriks.dev/posts/2024-09-04-a-star-pathfinding-side-view/ #gamedev #gamedevelopment #astar #pathfinding #monogame #kni #csharp #dotnet #blazor #blazorgl
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Another new(er) post in the A* Pathfinding in 2D Games series: A simple Top-down Scenario implemented with MonoGame/KNI https://shendriks.dev/posts/2024-08-24-a-star-pathfinding-top-down-blazorgl/ #gamedev #GameDevelopment #astar #pathfinding #monogame #kni #csharp #dotnet #blazor #blazorgl
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New post: A* Pathfinding in 2D Games: The Basics for a simple Top-down Scenario https://shendriks.dev/posts/2024-07-13-a-star-pathfinding-in-2d-games-the-basics-for-top-down-scenarios/ #gamedev #monogame #kni #astar #pathfinding #csharp
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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!
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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.