MonoGame: A .NET framework for making cross-platform games
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Re: MonoGame: A .NET framework for making cross-platform games
#2Re: MonoGame: A .NET framework for making cross-platform games
#3For a more actively maintained XNA implementation, also worth looking at Ethan Lee's FNA: https://fna-xna.github.io/
Re: MonoGame: A .NET framework for making cross-platform games
#4It’s really good, also it was very cool as a junior developer to see the code for the methods I used.
Re: MonoGame: A .NET framework for making cross-platform games
#5For a more actively maintained XNA implementation, also worth looking at Ethan Lee's FNA: https://fna-xna.github.io/
I was trying to compare the two. At first glance, MonoGame has far more stars and recent commits. Or is it just in maintenance mode?
I've been happy with monogame when I used it in the past. I'm pretty sure Celeste was made with FNA
Re: MonoGame: A .NET framework for making cross-platform games
#6For a more actively maintained XNA implementation, also worth looking at Ethan Lee's FNA: https://fna-xna.github.io/
Never mind, found this in the docs: https://fna-xna.github.io/docs/appendix/Appendix-A%3A-Native...
Re: MonoGame: A .NET framework for making cross-platform games
#7I wonder how it compares, if at all, with Godot nowadays.
Re: MonoGame: A .NET framework for making cross-platform games
#8If you are wondering about the capabilities, Stardew Valley was made in MonoGame. I wonder how it compares, if at all, with Godot nowadays.
Re: MonoGame: A .NET framework for making cross-platform games
#9If you are wondering about the capabilities, Stardew Valley was made in MonoGame. I wonder how it compares, if at all, with Godot nowadays.
It doesn't. Godot is a 3D game engine and editor. Monogame is more like SDL or Raylib: just a library to make writing games from scratch easier.
Re: MonoGame: A .NET framework for making cross-platform games
#10If you are wondering about the capabilities, Stardew Valley was made in MonoGame. I wonder how it compares, if at all, with Godot nowadays.
I think the greatest flaw in MonoGame, however, is that their cross-platform abstraction notably excludes web. Given how relatively thin MonoGame is, I think you're better off building your own framework that supports compiling to WASM as well, if you have any experience as a developer already. It is what I did and took some effort but was pretty well doable and didn't take all that long, and the payoff of being able to share your games instantly in the browser for anyone to play with just a click of a link is so worth it.
The other notable flaw in MonoGame is that the content pipeline thing it has is horrendous. When I tried it, I ended up simply bypassing using that pipeline at all. They are currently in the process of reworking it completely, I believe, but I'm not sure when that's supposed to release.
Maybe the value in MonoGame is that it does support consoles, though; I have no idea what developing for console is like, and only target web/computer/phone OS platforms myself.