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INTRODUCTION
MonoGame is a simple and powerful .NET library for creating games for desktop PCs, video game consoles, and mobile devices. Based on Microsoft's XNA Framework, it provides the following features: Keyboard, mouse, touch, and controller inputs. This documentation helps you get started, providing overviews of key features and toolsand a complete
CLASS GAMETIME
GameTime (TimeSpan, TimeSpan, Boolean) Create a Game Time with the specified Total Game Time and Elapsed Game Time. The total game time elapsed since the start of the Game. The time elapsed since the last call to Update (Game Time). A value indicating if the Game is runningslowly.
SAMPLES & DEMOS
XNA Game Studio Archive. The XNA Game Studio archive contains all of the original XNA sample content. This contains a vast array of samples demonstrating almost every feature of XNA, which is easily translatable to MonoGame. There are pre-converted samples available on the repository as well. UWP | MONOGAME DOCUMENTATION UWP Game class constructor. Due to some UWP implementation details, MonoGame has to construct your Game derived class by itself, using a static initializer MonoGame.Framework.XamlGame.Create().. In this situation, you have two main possibilities to create a Game derived class:. Let XamlGame initialize your Game derived class using thedefault
WHAT'S NEW | MONOGAME DOCUMENTATION This is mainly because Microsoft changed the assembly replacement rules needed to make them work in the new project system. We now recommend using MonoGame.Framework.DesktopGL and MonoGame.Framework.Content.Pipeline and disable the PrivateAssets to PACKAGE GAMES FOR DISTRIBUTION Package games for distribution. Once your game is ready to be published, it is recommended that you package it properly for consumption by players.CLASS SPRITEBATCH
SpriteBatch (GraphicsDevice, Int32) Constructs a Sprite Batch. The Graphics Device, which will be used for sprite rendering. The initial capacity of the internal array holding batch items (the value will be rounded to the next multiple of 64). Thrown when graphicsDevice isnull.
CLASS TEXTURE2D
FromFile (GraphicsDevice, String) Creates a Texture2D from a file, supported formats bmp, gif, jpg, png, tif and dds (only for simple textures). May work with other formats, but will not work with tga files. This internally calls From Stream (Graphics Device, Stream). The graphics device to use to create the texture. MONOGAMEDOWNLOADSDOCUMENTATIONCOMMUNITYABOUTSHOWCASE MonoGame 3.8. MonoGame 3.8 is now available for all! 9 months ago 25 replies 77.96k views 122 likes. DOWNLOADS | MONOGAME MonoGame 3.8.0.1641. Released August 10th, 2020. You can also find the latest release on NuGet.INTRODUCTION
MonoGame is a simple and powerful .NET library for creating games for desktop PCs, video game consoles, and mobile devices. Based on Microsoft's XNA Framework, it provides the following features: Keyboard, mouse, touch, and controller inputs. This documentation helps you get started, providing overviews of key features and toolsand a complete
CLASS GAMETIME
GameTime (TimeSpan, TimeSpan, Boolean) Create a Game Time with the specified Total Game Time and Elapsed Game Time. The total game time elapsed since the start of the Game. The time elapsed since the last call to Update (Game Time). A value indicating if the Game is runningslowly.
SAMPLES & DEMOS
XNA Game Studio Archive. The XNA Game Studio archive contains all of the original XNA sample content. This contains a vast array of samples demonstrating almost every feature of XNA, which is easily translatable to MonoGame. There are pre-converted samples available on the repository as well. UWP | MONOGAME DOCUMENTATION UWP Game class constructor. Due to some UWP implementation details, MonoGame has to construct your Game derived class by itself, using a static initializer MonoGame.Framework.XamlGame.Create().. In this situation, you have two main possibilities to create a Game derived class:. Let XamlGame initialize your Game derived class using thedefault
WHAT'S NEW | MONOGAME DOCUMENTATION This is mainly because Microsoft changed the assembly replacement rules needed to make them work in the new project system. We now recommend using MonoGame.Framework.DesktopGL and MonoGame.Framework.Content.Pipeline and disable the PrivateAssets to PACKAGE GAMES FOR DISTRIBUTION Package games for distribution. Once your game is ready to be published, it is recommended that you package it properly for consumption by players.CLASS SPRITEBATCH
SpriteBatch (GraphicsDevice, Int32) Constructs a Sprite Batch. The Graphics Device, which will be used for sprite rendering. The initial capacity of the internal array holding batch items (the value will be rounded to the next multiple of 64). Thrown when graphicsDevice isnull.
CLASS TEXTURE2D
FromFile (GraphicsDevice, String) Creates a Texture2D from a file, supported formats bmp, gif, jpg, png, tif and dds (only for simple textures). May work with other formats, but will not work with tga files. This internally calls From Stream (Graphics Device, Stream). The graphics device to use to create the texture. TUTORIALS | MONOGAME DOCUMENTATION Tutorials. Check out the awesome work of the larger MonoGame community with their own tutorials, blogs and videos. If you have a blog or article on MonoGame and wish to have it recognized here, reach out to the MonoGame team using the support links listed on the help page..Microsoft
CLASS TEXTURE2D
FromFile (GraphicsDevice, String) Creates a Texture2D from a file, supported formats bmp, gif, jpg, png, tif and dds (only for simple textures). May work with other formats, but will not work with tga files. This internally calls From Stream (Graphics Device, Stream). The graphics device to use to create the texture. TOOLS | MONOGAME DOCUMENTATION Tools. MonoGame distributes tooling to help manage and build content for your game. These tools are available as .NET Tools . Installation and usage instructions are on the following pages: MonoGame Content Builder (MGCB): used to build content pipeline content. MGCB Editor: The MonoGame Content Builder (MGCB) Editor is a graphical front end to .NET CLI | MONOGAME DOCUMENTATION You can now create new MonoGame projects. To do that: Create a new directory for your project. Open a new terminal window or command prompt and navigate to your project directory. Run dotnet new -o to create your project, where is a platform identifier, and the name ofyour project.
CLASS GAMEPAD
Gets the current state of a game pad controller, using a specified dead zone on analog stick positions. Player index for the controller you want to query. Enumerated value that specifies what dead zone type to use for the left stick. Enumerated value that specifies what dead zone type to use for the right stick.STRUCT VECTOR2
Creates a new Vector2 that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 2d-triangle. Declaration. public static void Barycentric(ref Vector2 value1, ref Vector2 value2, ref Vector2 value3, float amount1, float amount2, out Vector2 result) Parameters. Type. PLATFORMS | MONOGAME DOCUMENTATION MonoGame documentation for closed platforms is available in their respective repositories. Below is a list of public platforms with the corresponding NuGet package, the dotnet new template identifier and an explanation of the platform. MonoGame provides additional templates for shared game logic and extensions to the MonoGame Content Pipeline. CREATING A PROJECT WITH VISUAL STUDIO 2019 Start Visual Studio and select New Project in the upper left corner. You should see the "Create a new project" dialog pop up. From here, select the Templates > Visual C# > MonoGame category, and then select MonoGame Cross Platform Desktop Project. Next, type in a name for your project. For this tutorial, Pong will be used (note: projectCLASS VERTEXBUFFER
If T is VertexPositionTexture, but you want to set only the position component of the vertex data, you would call this method as follows:. Vector3 positions = new Vector3; vertexBuffer.SetData(0, positions, 0, numVertices, vertexBuffer.VertexDeclaration.VertexStride); STRUCT VERTEXELEMENT Usage indices in a vertex declaration usually start with 0. When multiple vertex buffers are bound to the input assembler stage (see SetVertexBuffers(VertexBufferBinding)), MonoGame internally adjusts the usage indices based on the order in which the vertex buffers arebound.
MONOGAMEDOWNLOADSDOCUMENTATIONCOMMUNITYABOUTSHOWCASE MonoGame 3.8. MonoGame 3.8 is now available for all! 9 months ago 25 replies 77.96k views 122 likes. DOWNLOADS | MONOGAME MonoGame 3.8.0.1641. Released August 10th, 2020. You can also find the latest release on NuGet.INTRODUCTION
MonoGame is a simple and powerful .NET library for creating games for desktop PCs, video game consoles, and mobile devices. Based on Microsoft's XNA Framework, it provides the following features: Keyboard, mouse, touch, and controller inputs. This documentation helps you get started, providing overviews of key features and toolsand a complete
CLASS GAMETIME
GameTime (TimeSpan, TimeSpan, Boolean) Create a Game Time with the specified Total Game Time and Elapsed Game Time. The total game time elapsed since the start of the Game. The time elapsed since the last call to Update (Game Time). A value indicating if the Game is runningslowly.
SAMPLES & DEMOS
XNA Game Studio Archive. The XNA Game Studio archive contains all of the original XNA sample content. This contains a vast array of samples demonstrating almost every feature of XNA, which is easily translatable to MonoGame. There are pre-converted samples available on the repository as well. UWP | MONOGAME DOCUMENTATION UWP Game class constructor. Due to some UWP implementation details, MonoGame has to construct your Game derived class by itself, using a static initializer MonoGame.Framework.XamlGame.Create().. In this situation, you have two main possibilities to create a Game derived class:. Let XamlGame initialize your Game derived class using thedefault
WHAT'S NEW | MONOGAME DOCUMENTATION This is mainly because Microsoft changed the assembly replacement rules needed to make them work in the new project system. We now recommend using MonoGame.Framework.DesktopGL and MonoGame.Framework.Content.Pipeline and disable the PrivateAssets to PACKAGE GAMES FOR DISTRIBUTION Package games for distribution. Once your game is ready to be published, it is recommended that you package it properly for consumption by players.CLASS SPRITEBATCH
SpriteBatch (GraphicsDevice, Int32) Constructs a Sprite Batch. The Graphics Device, which will be used for sprite rendering. The initial capacity of the internal array holding batch items (the value will be rounded to the next multiple of 64). Thrown when graphicsDevice isnull.
CLASS TEXTURE2D
FromFile (GraphicsDevice, String) Creates a Texture2D from a file, supported formats bmp, gif, jpg, png, tif and dds (only for simple textures). May work with other formats, but will not work with tga files. This internally calls From Stream (Graphics Device, Stream). The graphics device to use to create the texture. MONOGAMEDOWNLOADSDOCUMENTATIONCOMMUNITYABOUTSHOWCASE MonoGame 3.8. MonoGame 3.8 is now available for all! 9 months ago 25 replies 77.96k views 122 likes. DOWNLOADS | MONOGAME MonoGame 3.8.0.1641. Released August 10th, 2020. You can also find the latest release on NuGet.INTRODUCTION
MonoGame is a simple and powerful .NET library for creating games for desktop PCs, video game consoles, and mobile devices. Based on Microsoft's XNA Framework, it provides the following features: Keyboard, mouse, touch, and controller inputs. This documentation helps you get started, providing overviews of key features and toolsand a complete
CLASS GAMETIME
GameTime (TimeSpan, TimeSpan, Boolean) Create a Game Time with the specified Total Game Time and Elapsed Game Time. The total game time elapsed since the start of the Game. The time elapsed since the last call to Update (Game Time). A value indicating if the Game is runningslowly.
SAMPLES & DEMOS
XNA Game Studio Archive. The XNA Game Studio archive contains all of the original XNA sample content. This contains a vast array of samples demonstrating almost every feature of XNA, which is easily translatable to MonoGame. There are pre-converted samples available on the repository as well. UWP | MONOGAME DOCUMENTATION UWP Game class constructor. Due to some UWP implementation details, MonoGame has to construct your Game derived class by itself, using a static initializer MonoGame.Framework.XamlGame.Create().. In this situation, you have two main possibilities to create a Game derived class:. Let XamlGame initialize your Game derived class using thedefault
WHAT'S NEW | MONOGAME DOCUMENTATION This is mainly because Microsoft changed the assembly replacement rules needed to make them work in the new project system. We now recommend using MonoGame.Framework.DesktopGL and MonoGame.Framework.Content.Pipeline and disable the PrivateAssets to PACKAGE GAMES FOR DISTRIBUTION Package games for distribution. Once your game is ready to be published, it is recommended that you package it properly for consumption by players.CLASS SPRITEBATCH
SpriteBatch (GraphicsDevice, Int32) Constructs a Sprite Batch. The Graphics Device, which will be used for sprite rendering. The initial capacity of the internal array holding batch items (the value will be rounded to the next multiple of 64). Thrown when graphicsDevice isnull.
CLASS TEXTURE2D
FromFile (GraphicsDevice, String) Creates a Texture2D from a file, supported formats bmp, gif, jpg, png, tif and dds (only for simple textures). May work with other formats, but will not work with tga files. This internally calls From Stream (Graphics Device, Stream). The graphics device to use to create the texture. TUTORIALS | MONOGAME DOCUMENTATION Tutorials. Check out the awesome work of the larger MonoGame community with their own tutorials, blogs and videos. If you have a blog or article on MonoGame and wish to have it recognized here, reach out to the MonoGame team using the support links listed on the help page..Microsoft
CLASS TEXTURE2D
FromFile (GraphicsDevice, String) Creates a Texture2D from a file, supported formats bmp, gif, jpg, png, tif and dds (only for simple textures). May work with other formats, but will not work with tga files. This internally calls From Stream (Graphics Device, Stream). The graphics device to use to create the texture. TOOLS | MONOGAME DOCUMENTATION Tools. MonoGame distributes tooling to help manage and build content for your game. These tools are available as .NET Tools . Installation and usage instructions are on the following pages: MonoGame Content Builder (MGCB): used to build content pipeline content. MGCB Editor: The MonoGame Content Builder (MGCB) Editor is a graphical front end to .NET CLI | MONOGAME DOCUMENTATION You can now create new MonoGame projects. To do that: Create a new directory for your project. Open a new terminal window or command prompt and navigate to your project directory. Run dotnet new -o to create your project, where is a platform identifier, and the name ofyour project.
CLASS GAMEPAD
Gets the current state of a game pad controller, using a specified dead zone on analog stick positions. Player index for the controller you want to query. Enumerated value that specifies what dead zone type to use for the left stick. Enumerated value that specifies what dead zone type to use for the right stick.STRUCT VECTOR2
Creates a new Vector2 that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 2d-triangle. Declaration. public static void Barycentric(ref Vector2 value1, ref Vector2 value2, ref Vector2 value3, float amount1, float amount2, out Vector2 result) Parameters. Type. PLATFORMS | MONOGAME DOCUMENTATION MonoGame documentation for closed platforms is available in their respective repositories. Below is a list of public platforms with the corresponding NuGet package, the dotnet new template identifier and an explanation of the platform. MonoGame provides additional templates for shared game logic and extensions to the MonoGame Content Pipeline. CREATING A PROJECT WITH VISUAL STUDIO 2019 Start Visual Studio and select New Project in the upper left corner. You should see the "Create a new project" dialog pop up. From here, select the Templates > Visual C# > MonoGame category, and then select MonoGame Cross Platform Desktop Project. Next, type in a name for your project. For this tutorial, Pong will be used (note: projectCLASS VERTEXBUFFER
If T is VertexPositionTexture, but you want to set only the position component of the vertex data, you would call this method as follows:. Vector3 positions = new Vector3; vertexBuffer.SetData(0, positions, 0, numVertices, vertexBuffer.VertexDeclaration.VertexStride); STRUCT VERTEXELEMENT Usage indices in a vertex declaration usually start with 0. When multiple vertex buffers are bound to the input assembler stage (see SetVertexBuffers(VertexBufferBinding)), MonoGame internally adjusts the usage indices based on the order in which the vertex buffers arebound.
MONOGAMEDOWNLOADSDOCUMENTATIONCOMMUNITYABOUTSHOWCASE MonoGame 3.8. MonoGame 3.8 is now available for all! 9 months ago 25 replies 77.96k views 122 likes. TUTORIALS | MONOGAME DOCUMENTATION Tutorials. Check out the awesome work of the larger MonoGame community with their own tutorials, blogs and videos. If you have a blog or article on MonoGame and wish to have it recognized here, reach out to the MonoGame team using the support links listed on the help page..Microsoft
SAMPLES & DEMOS
XNA Game Studio Archive. The XNA Game Studio archive contains all of the original XNA sample content. This contains a vast array of samples demonstrating almost every feature of XNA, which is easily translatable to MonoGame. There are pre-converted samples available on the repository as well.CLASS GAMETIME
GameTime (TimeSpan, TimeSpan, Boolean) Create a Game Time with the specified Total Game Time and Elapsed Game Time. The total game time elapsed since the start of the Game. The time elapsed since the last call to Update (Game Time). A value indicating if the Game is runningslowly.
TOOLS | MONOGAME DOCUMENTATION Tools. MonoGame distributes tooling to help manage and build content for your game. These tools are available as .NET Tools . Installation and usage instructions are on the following pages: MonoGame Content Builder (MGCB): used to build content pipeline content. MGCB Editor: The MonoGame Content Builder (MGCB) Editor is a graphical front end to UWP | MONOGAME DOCUMENTATION UWP Game class constructor. Due to some UWP implementation details, MonoGame has to construct your Game derived class by itself, using a static initializer MonoGame.Framework.XamlGame.Create().. In this situation, you have two main possibilities to create a Game derived class:. Let XamlGame initialize your Game derived class using thedefault
PACKAGE GAMES FOR DISTRIBUTION Package games for distribution. Once your game is ready to be published, it is recommended that you package it properly for consumption by players.CLASS SPRITEBATCH
SpriteBatch (GraphicsDevice, Int32) Constructs a Sprite Batch. The Graphics Device, which will be used for sprite rendering. The initial capacity of the internal array holding batch items (the value will be rounded to the next multiple of 64). Thrown when graphicsDevice isnull.
CLASS SKINNEDEFFECT
Gets or sets the number of skinning weights to evaluate for each vertex (1, 2, or 4).ENUM SPRITEEFFECTS
Name Description; FlipHorizontally: Render the sprite reversed along the X axis. FlipVertically: Render the sprite reversed along the Y axis. None: No options specified. MONOGAMEDOWNLOADSDOCUMENTATIONCOMMUNITYABOUTSHOWCASE MonoGame 3.8. MonoGame 3.8 is now available for all! 9 months ago 25 replies 77.96k views 122 likes. TUTORIALS | MONOGAME DOCUMENTATION Tutorials. Check out the awesome work of the larger MonoGame community with their own tutorials, blogs and videos. If you have a blog or article on MonoGame and wish to have it recognized here, reach out to the MonoGame team using the support links listed on the help page..Microsoft
SAMPLES & DEMOS
XNA Game Studio Archive. The XNA Game Studio archive contains all of the original XNA sample content. This contains a vast array of samples demonstrating almost every feature of XNA, which is easily translatable to MonoGame. There are pre-converted samples available on the repository as well.CLASS GAMETIME
GameTime (TimeSpan, TimeSpan, Boolean) Create a Game Time with the specified Total Game Time and Elapsed Game Time. The total game time elapsed since the start of the Game. The time elapsed since the last call to Update (Game Time). A value indicating if the Game is runningslowly.
TOOLS | MONOGAME DOCUMENTATION Tools. MonoGame distributes tooling to help manage and build content for your game. These tools are available as .NET Tools . Installation and usage instructions are on the following pages: MonoGame Content Builder (MGCB): used to build content pipeline content. MGCB Editor: The MonoGame Content Builder (MGCB) Editor is a graphical front end to UWP | MONOGAME DOCUMENTATION UWP Game class constructor. Due to some UWP implementation details, MonoGame has to construct your Game derived class by itself, using a static initializer MonoGame.Framework.XamlGame.Create().. In this situation, you have two main possibilities to create a Game derived class:. Let XamlGame initialize your Game derived class using thedefault
PACKAGE GAMES FOR DISTRIBUTION Package games for distribution. Once your game is ready to be published, it is recommended that you package it properly for consumption by players.CLASS SPRITEBATCH
SpriteBatch (GraphicsDevice, Int32) Constructs a Sprite Batch. The Graphics Device, which will be used for sprite rendering. The initial capacity of the internal array holding batch items (the value will be rounded to the next multiple of 64). Thrown when graphicsDevice isnull.
CLASS SKINNEDEFFECT
Gets or sets the number of skinning weights to evaluate for each vertex (1, 2, or 4).ENUM SPRITEEFFECTS
Name Description; FlipHorizontally: Render the sprite reversed along the X axis. FlipVertically: Render the sprite reversed along the Y axis. None: No options specified. DOWNLOADS | MONOGAME MonoGame 3.8.0.1641. Released August 10th, 2020. You can also find the latest release on NuGet. WHAT'S NEW | MONOGAME DOCUMENTATION .NET Support. We now support .NET 5 in addition to .NET 4.5 target frameworks. This brings us up to date with the latest improvements in the .NET ecosystem and allow for exciting new features like .NET NativeAOT Runtime and much easier distribution of your games forCLASS GAMEPAD
Gets the current state of a game pad controller, using a specified dead zone on analog stick positions. Player index for the controller you want to query. Enumerated value that specifies what dead zone type to use for the left stick. Enumerated value that specifies what dead zone type to use for the right stick.STRUCT RECTANGLE
Rectangle (Int32, Int32, Int32, Int32) Creates a new instance of Rectangle struct, with the specified position, width, and height. The x coordinate of the top-left corner of the created Rectangle. The y coordinate of the top-left corner of the created Rectangle. The width of the created Rectangle. The height of the created Rectangle.CLASS SPRITEBATCH
SpriteBatch (GraphicsDevice, Int32) Constructs a Sprite Batch. The Graphics Device, which will be used for sprite rendering. The initial capacity of the internal array holding batch items (the value will be rounded to the next multiple of 64). Thrown when graphicsDevice isnull.
.NET CLI | MONOGAME DOCUMENTATION You can now create new MonoGame projects. To do that: Create a new directory for your project. Open a new terminal window or command prompt and navigate to your project directory. Run dotnet new -o to create your project, where is a platform identifier, and the name ofyour project.
CLASS VERTEXBUFFER
If T is VertexPositionTexture, but you want to set only the position component of the vertex data, you would call this method as follows:. Vector3 positions = new Vector3; vertexBuffer.SetData(0, positions, 0, numVertices, vertexBuffer.VertexDeclaration.VertexStride);STRUCT COLOR
Color (Int32, Int32, Int32) Constructs an RGBA color from scalars representing red, green and blue values. Alpha value will be opaque. Red component value from 0 to 255. Green component value from 0 to 255. Blue component value from 0 to 255.CLASS SKINNEDEFFECT
Gets or sets the number of skinning weights to evaluate for each vertex (1, 2, or 4). STRUCT VERTEXELEMENT Usage indices in a vertex declaration usually start with 0. When multiple vertex buffers are bound to the input assembler stage (see SetVertexBuffers(VertexBufferBinding)), MonoGame internally adjusts the usage indices based on the order in which the vertex buffers arebound.
MONOGAMEDOWNLOADSDOCUMENTATIONCOMMUNITYABOUTSHOWCASE MonoGame 3.8. MonoGame 3.8 is now available for all! 9 months ago 25 replies 77.96k views 122 likes. TUTORIALS | MONOGAME DOCUMENTATION Tutorials. Check out the awesome work of the larger MonoGame community with their own tutorials, blogs and videos. If you have a blog or article on MonoGame and wish to have it recognized here, reach out to the MonoGame team using the support links listed on the help page..Microsoft
SAMPLES & DEMOS
XNA Game Studio Archive. The XNA Game Studio archive contains all of the original XNA sample content. This contains a vast array of samples demonstrating almost every feature of XNA, which is easily translatable to MonoGame. There are pre-converted samples available on the repository as well.CLASS GAMETIME
GameTime (TimeSpan, TimeSpan, Boolean) Create a Game Time with the specified Total Game Time and Elapsed Game Time. The total game time elapsed since the start of the Game. The time elapsed since the last call to Update (Game Time). A value indicating if the Game is runningslowly.
TOOLS | MONOGAME DOCUMENTATION Tools. MonoGame distributes tooling to help manage and build content for your game. These tools are available as .NET Tools . Installation and usage instructions are on the following pages: MonoGame Content Builder (MGCB): used to build content pipeline content. MGCB Editor: The MonoGame Content Builder (MGCB) Editor is a graphical front end to UWP | MONOGAME DOCUMENTATION UWP Game class constructor. Due to some UWP implementation details, MonoGame has to construct your Game derived class by itself, using a static initializer MonoGame.Framework.XamlGame.Create().. In this situation, you have two main possibilities to create a Game derived class:. Let XamlGame initialize your Game derived class using thedefault
PACKAGE GAMES FOR DISTRIBUTION Package games for distribution. Once your game is ready to be published, it is recommended that you package it properly for consumption by players.CLASS SPRITEBATCH
SpriteBatch (GraphicsDevice, Int32) Constructs a Sprite Batch. The Graphics Device, which will be used for sprite rendering. The initial capacity of the internal array holding batch items (the value will be rounded to the next multiple of 64). Thrown when graphicsDevice isnull.
CLASS SKINNEDEFFECT
Gets or sets the number of skinning weights to evaluate for each vertex (1, 2, or 4).ENUM SPRITEEFFECTS
Name Description; FlipHorizontally: Render the sprite reversed along the X axis. FlipVertically: Render the sprite reversed along the Y axis. None: No options specified. MONOGAMEDOWNLOADSDOCUMENTATIONCOMMUNITYABOUTSHOWCASE MonoGame 3.8. MonoGame 3.8 is now available for all! 9 months ago 25 replies 77.96k views 122 likes. TUTORIALS | MONOGAME DOCUMENTATION Tutorials. Check out the awesome work of the larger MonoGame community with their own tutorials, blogs and videos. If you have a blog or article on MonoGame and wish to have it recognized here, reach out to the MonoGame team using the support links listed on the help page..Microsoft
SAMPLES & DEMOS
XNA Game Studio Archive. The XNA Game Studio archive contains all of the original XNA sample content. This contains a vast array of samples demonstrating almost every feature of XNA, which is easily translatable to MonoGame. There are pre-converted samples available on the repository as well.CLASS GAMETIME
GameTime (TimeSpan, TimeSpan, Boolean) Create a Game Time with the specified Total Game Time and Elapsed Game Time. The total game time elapsed since the start of the Game. The time elapsed since the last call to Update (Game Time). A value indicating if the Game is runningslowly.
TOOLS | MONOGAME DOCUMENTATION Tools. MonoGame distributes tooling to help manage and build content for your game. These tools are available as .NET Tools . Installation and usage instructions are on the following pages: MonoGame Content Builder (MGCB): used to build content pipeline content. MGCB Editor: The MonoGame Content Builder (MGCB) Editor is a graphical front end to UWP | MONOGAME DOCUMENTATION UWP Game class constructor. Due to some UWP implementation details, MonoGame has to construct your Game derived class by itself, using a static initializer MonoGame.Framework.XamlGame.Create().. In this situation, you have two main possibilities to create a Game derived class:. Let XamlGame initialize your Game derived class using thedefault
PACKAGE GAMES FOR DISTRIBUTION Package games for distribution. Once your game is ready to be published, it is recommended that you package it properly for consumption by players.CLASS SPRITEBATCH
SpriteBatch (GraphicsDevice, Int32) Constructs a Sprite Batch. The Graphics Device, which will be used for sprite rendering. The initial capacity of the internal array holding batch items (the value will be rounded to the next multiple of 64). Thrown when graphicsDevice isnull.
CLASS SKINNEDEFFECT
Gets or sets the number of skinning weights to evaluate for each vertex (1, 2, or 4).ENUM SPRITEEFFECTS
Name Description; FlipHorizontally: Render the sprite reversed along the X axis. FlipVertically: Render the sprite reversed along the Y axis. None: No options specified. DOWNLOADS | MONOGAME MonoGame 3.8.0.1641. Released August 10th, 2020. You can also find the latest release on NuGet. WHAT'S NEW | MONOGAME DOCUMENTATION .NET Support. We now support .NET 5 in addition to .NET 4.5 target frameworks. This brings us up to date with the latest improvements in the .NET ecosystem and allow for exciting new features like .NET NativeAOT Runtime and much easier distribution of your games forCLASS GAMEPAD
Gets the current state of a game pad controller, using a specified dead zone on analog stick positions. Player index for the controller you want to query. Enumerated value that specifies what dead zone type to use for the left stick. Enumerated value that specifies what dead zone type to use for the right stick.STRUCT RECTANGLE
Rectangle (Int32, Int32, Int32, Int32) Creates a new instance of Rectangle struct, with the specified position, width, and height. The x coordinate of the top-left corner of the created Rectangle. The y coordinate of the top-left corner of the created Rectangle. The width of the created Rectangle. The height of the created Rectangle.CLASS SPRITEBATCH
SpriteBatch (GraphicsDevice, Int32) Constructs a Sprite Batch. The Graphics Device, which will be used for sprite rendering. The initial capacity of the internal array holding batch items (the value will be rounded to the next multiple of 64). Thrown when graphicsDevice isnull.
.NET CLI | MONOGAME DOCUMENTATION You can now create new MonoGame projects. To do that: Create a new directory for your project. Open a new terminal window or command prompt and navigate to your project directory. Run dotnet new -o to create your project, where is a platform identifier, and the name ofyour project.
CLASS VERTEXBUFFER
If T is VertexPositionTexture, but you want to set only the position component of the vertex data, you would call this method as follows:. Vector3 positions = new Vector3; vertexBuffer.SetData(0, positions, 0, numVertices, vertexBuffer.VertexDeclaration.VertexStride);STRUCT COLOR
Color (Int32, Int32, Int32) Constructs an RGBA color from scalars representing red, green and blue values. Alpha value will be opaque. Red component value from 0 to 255. Green component value from 0 to 255. Blue component value from 0 to 255.CLASS SKINNEDEFFECT
Gets or sets the number of skinning weights to evaluate for each vertex (1, 2, or 4). STRUCT VERTEXELEMENT Usage indices in a vertex declaration usually start with 0. When multiple vertex buffers are bound to the input assembler stage (see SetVertexBuffers(VertexBufferBinding)), MonoGame internally adjusts the usage indices based on the order in which the vertex buffers arebound.
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ONE FRAMEWORK FOR CREATING POWERFUL CROSS-PLATFORM GAMES Get started Fork us#BuiltWithMonoGame
MANAGED CODE
By leveraging C# and other .NET languages on Microsoft and Mono platforms you can write modern, fast, and reliable game code.CROSS-PLATFORM
We currently support iOS, Android, MacOS, Linux, all Windows platforms, PS4, PSVita, Xbox One, and Switch with more platforms onthe way.
OPEN-SOURCE
All the code is available to you ensuring you'll have the ability to make changes when you need to or even port to whole new platforms.COMMUNITY
With 1000s of shipped games we have built up a vibrant community of developers which use MonoGame for both fun and profit.LATEST POSTS
MONOGAME 3.8
MonoGame 3.8 is now available for all! 9 MONTHS AGO 25 REPLIES 78.71K VIEWS 122 LIKES BUILDING A LIBRARY OF IMAGES FOR EVERYONE 4 YEARS AGO 19 REPLIES 30.76K VIEWS 237 LIKES SPECIFIC SHADER QUESTIONS 8 HOURS AGO 0 REPLIES 23 VIEWS HERRY-CPP WEB DEMO PLEASE 3.8 12 HOURS AGO 0 REPLIES 37 VIEWS MG 3.8, MISSING XNA NAMESPACE IN MICROSOFT 15 HOURS AGO 0 REPLIES 34 VIEWS CONTENT PROJECT FILENAME NOT PASSED TO MGCB.EXE 6 YEARS AGO 4 REPLIES 6.07K VIEWS MONOGAME IN XAMARIN / .NET MAUI 1 DAY AGO 0 REPLIES 91 VIEWS ANNOUNCING MONOGAMEJAM3! 3 WEEKS AGO 2 REPLIES 290 VIEWS 5 LIKES ANDROID CAN'T DRAW WHERE NOTIFICATION BAR USED TO BE 3 YEARS AGO 0 REPLIES 1.03K VIEWS IS THERE ANY WAY TO TURN OFF/DOWN THE OPTIMIZATION FOR THE HLSLCOMPILER?
3 DAYS AGO 0 REPLIES 90 VIEWS SHARING MY MUSIC AND SOUND FX - OVER 1000 TRACKS 4 YEARS AGO 20 REPLIES 39.81K VIEWS 303 LIKES SHARING MY MONOGAME - JSON CONTENT PIPELINE EXTENSION 4 DAYS AGO 0 REPLIES 133 VIEWS SPRITEFONT STYLE (BOLD, ITALIC, ETC) ISN'T WORKING 6 YEARS AGO 5 REPLIES 4.94K VIEWS 2 LIKES DID YOU KNOW THAT STRIDE IS BASICALLY MONOGAME WITH A 3D EDITOR? 1 YEAR AGO 14 REPLIES 3.53K VIEWS 10 LIKES بازی بی نهایت 1 WEEK AGO 0 REPLIES 104 VIEWSROOM SYSTEM
1 WEEK AGO 0 REPLIES 274 VIEWS MGCB EDITOR CRASHES WHEN TRYING TO LAUNCH 1 WEEK AGO 0 REPLIES 75 VIEWS HOW CAN I GET THE WORLD COORDS OF THE MOUSE (2D). 2 YEARS AGO 13 REPLIES 3.36K VIEWS 1 LIKES HEADS UP, CODEPLEX ARCHIVE GOING DOWN SOON! <848 HOURS 3 MONTHS AGO 30 REPLIES 1.65K VIEWS 45 LIKES MONOGAME.FORMS CONTROL SCROLL RESETS ON MOUSEOVER 1 WEEK AGO 2 REPLIES 93 VIEWS 1 LIKES DRAWINSTANCEDPRIMITIVES IGNORES INSTANCE BUFFER DATA 1 WEEK AGO 0 REPLIES 110 VIEWS MGCB EDITOR CRASHING ON MACOS 3 WEEKS AGO 0 REPLIES 124 VIEWS 1 LIKES MONOGAME V3.8 FOR MACINTOSH 3D FILES DO NOT WORK 1 WEEK AGO 0 REPLIES 74 VIEWS SET THE MINFILTER OF A GENERATED TEXTURE? 1 WEEK AGO 0 REPLIES 108 VIEWSBULLET PHYSICS
1 YEAR AGO 0 REPLIES 726 VIEWS 5 LIKESLATEST TWEETS
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