MonoGame 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 😀
After a few last rash hours and feedback from the NuGet team themselves, I can finally announce that MonoGame finally has NuGet support 😀
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 tedious clean up tasks that needed doing and I had the time.
Are we sitting comfortably, then let us begin ![]()
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
I will 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.
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 is a fair bit of too’ing and fro’ing, pulling parts of the project together and one of my least favourite porting practices, the COPY project.
Following on from my previous article we don the rubber gloves and grab Zeus’s lightning bolt to launch it on other platforms.
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 solution was.
As part of a new “Back to basics” series which extends on my original XNA Futures article some months ago, I am going to cover all the options I explained back then in more detail plus probably a few others which have come to light recently.
From my first entries into the Gaming development arena was my induction to the central part of any game, the Game loop.