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MonoGame: A .NET framework for making cross-platform games

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Re: MonoGame: A .NET framework for making cross-platform games

#3
post #2

For 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?

Re: MonoGame: A .NET framework for making cross-platform games

#5
post #3
post #2

For 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 believe FNA is trying to be more loyal to the original XNA while my monogame tends to introduce new features.

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

#6
post #2

For a more actively maintained XNA implementation, also worth looking at Ethan Lee's FNA: https://fna-xna.github.io/

How well does it support Linux + NativeAOT? Thanks in advance.

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

#8
post #7

If you are wondering about the capabilities, Stardew Valley was made in MonoGame. I wonder how it compares, if at all, with Godot nowadays.

What are the capabilities needed for Stardew Valley? Drawing 2d sprites. Playing audio? That's a pretty low bar to reach. MonoGame doesn't even support animated sprites. You have to build support for them yourself. That sounds like a pretty low bar.

Re: MonoGame: A .NET framework for making cross-platform games

#9
post #7

If you are wondering about the capabilities, Stardew Valley was made in MonoGame. I wonder how it compares, if at all, with Godot nowadays.

> 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

#10
post #7

If you are wondering about the capabilities, Stardew Valley was made in MonoGame. I wonder how it compares, if at all, with Godot nowadays.

There isn't really a comparison to be made between MonoGame and Godot. MonoGame is for programmers. Godot is for people who want to make games but don't care for programming and would rather use a GUI for development. Godot locks you into the Godot way of doing things. MonoGame is a thin cross-platform abstraction over platform APIs for sprite rendering, audio playback, input, and font, leaving you to build your game engine yourself however you like.

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.

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