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MonoGame Tutorial Series

 

This tutorial series covers all aspects of using the open source and cross platform MonoGame framework, the spiritual successor to the XNA game library.  We will be covering all facets of game development using MonoGame. This tutorial is available in both text and video tutorial format. Additionally it is available as an e-book for GameFromScratch.com patrons, and will be available in online book stores soon.

 

MonoGame Text Tutorial Series

 

    • An Introduction and Brief History

    • 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.
    • Getting Started with MonoGame on Windows

    • This tutorial covers installing MonoGame, creating and running an MonoGame project on Windows with Visual Studio. Also covers using the Content Pipeline.
    • Getting Started with MonoGame on Mac OSX

    • This tutorial covers installing MonoGame, creating and running an MonoGame project on Mac OS with Xamarin Studio. Also covers using the Content Pipeline.
    • Creating an Application

    • 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.
    • Using Textures and SpriteBatch

    • Welcome to the "graphics" chapter. Here we look at loading a texture using the content pipeline and then rendering it on screen. Of course we cover a great deal more including translating, scaling, rotating, tinting sprites, sprite ordering and blending and more.
    • Handling Keyboard, Mouse and Gamepad Input

    • 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.
    • Handling Audio

    • 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.
    • Beginning 3D Programming

    • 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.

 

 

MonoGame Video Tutorial Series

 

    • An Introduction and Brief History

    • This video gives an overview of the MonoGame and contains a bit of a history lesson on both XNA and MonoGame.
    • Getting Started with MonoGame on MacOSX using Xamarin Studio

    • 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.
    • Creating an Application

    • 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.
    • Textures and SpriteBatch

    • This video starts to look at graphics programming. Specifically how to load and display textures, how batching works and how to deal with transparencies.
    • Keyboard, Mouse and Gamepad Input

    • In this video we look at handling input from keyboard, mouse and gamepad.
    • Handling Audio

    • In this video we explore all facets of audio programming in MonoGame including use of the Xact tool from XNA.
    • Creating a MonoGame compatible model in Blender

    • This quick video shows how to create a simple textured model in Blender and export it to MonoGame.
    • Beginning 3D Programming

    • 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.

 

 

MonoGame Book

 

    • 3dbook The book is currently a work in progress. During development a WIP version will periodically be released to GFS supporters . Upon competion it will also be available in most major book stores. Content-wise, it will be virtually identical to this series.




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    Paradox Game Engine Update and Name Change to Xenko
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    1. December 2015

     

    Paradox the C# based cross platform game engine we featured a few months back, as just announced a major version release and a name change to Xenko.  First about the update:

    Xenko

    New Features With This Release
    Users Can Now Edit Documentation!

    We’re so glad to have added this feature that allows users to share information about how to best use Xenko. We know our documentation is not entirely complete yet, so we are really looking forward to hearing and sharing information through the community.

    The process for adding to Xenko documentation is real simple. ‘Edit on Github’ in the top right hand corner and you will be able to edit our documentation. If the user-submitted information passes the verification process, we will add it to the documentation.

    Edit documentation on GitHub

    Automatic Symbols and Source Code Download

    Being open source is great, but only if you can find the sources matching the binary version you are using. From now on, Xenko will download the right sources and symbols for an optimal debug and programming experience so you don’t have to worry about doing it yourself.

    The process is simple. All you need to do is open Visual Studio options, go to Debugging > General, and check “Enable Source Server Support”:

    Enable PDB

     

    Next some news on an upcoming December release:

    New Animation System

    We’ve added a new animation system that allows you to animate any game property throughout the engine. Animating models is great but why limit animation only to the models? With the newest version of the engine, you will be able to animate material color, UI transparency, and generally any property of your game!

    Simple, In-Game Profiler

    As good as a game engine can get, at some point, you’re always going to be limited by the hardware’s performance. To help with this, we’ve added a built-in profiler so that you will easily be able to identify problems and bottlenecks in your game. Even better, you will be able to turn on the built-in profiler at any point during the process of making your game.

    Debug Physics Collision Shapes At Run-Time

    Debugging physics is never easy. To streamline this, you will be able to display all the physics collision shapes at any time in your game.

    Built-In Scripts

    Writing scripts takes time and is not necessarily accessible to everyone. To improve on this, we added some built-in scripts to the engine so that users will be able to do basic operations with ease. Things like animating the camera, displaying physics debug shapes, and adding profiling information can be done in just a few clicks.

     

    Finally on the name change:

    So, on to the big news! Paradox is officially changing its name to Xenko. We wanted to show our roots a bit more since we are one of the few Japanese-based gaming engines. Xenko was inspired by the Japanese word, Zenko 善光. The Japanese characters signify perfection and light. Sticking with the Xenko theme, we will strive to improve your experience with the Xenko engine (ah, feels good to say the new name).

    We know this is a big change, and we truly appreciate your patience as we have been honing in on this transition. Please note that support and download access to any previous Paradox releases will end on December, 25th, 2015.

    You can read the full release here.

     

    Not sure what I think of the new name, but the old one was certainly confusing.  Whenever I posted Paradox related news in the past there would always be a comment or three expecting that it was Paradox Interactive releasing their game engine.  These transitions can often create a fair bit of pain, especially if they rename at the code level too.

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