If Microsoft hadn't killed XNA (what MonoGame is based on) a decade ago, they could be packaging it with Copilot right now as the ideal code-first AI-assisted game engine. Easy to use, easy to test, no visual editor where AI will struggle like with Unity/Unreal/Godot.
MonoGame: A .NET framework for making cross-platform games
31–40 of 76 posts
Re: MonoGame: A .NET framework for making cross-platform games
#32Re: MonoGame: A .NET framework for making cross-platform games
#33Earlier quoted context omitted.
> Godot is for people who want to make games but don't care for programming and would rather use a GUI for development. You can write a lot of code when using Godot and mix that with capabilities provided by their editor. You never have to use editor features, but can use them to avoid wasting time reinventing the wheel. Your comment is like saying that game engines are used by people who don't care for programming a…
> wasting time reinventing the wheel It's always funny to me that this metaphor is used to indicate a bad thing, but re-inventing the wheel is actually very valuable. Note that our vehicles do not run on stone wheels. Thank goodness we kept re-inventing wheels that were more suitable for our specific use cases! This metaphor is, therefore, exactly apt for describing off-the-shelf game engines. All of the big open gam…
Improving a wheel design does not require reinventing it. The people who designed the car wheel were able to look at previous designs of wheels instead of needing to invent the wheel themselves.
Re: MonoGame: A .NET framework for making cross-platform games
#34Earlier quoted context omitted.
> wasting time reinventing the wheel It's always funny to me that this metaphor is used to indicate a bad thing, but re-inventing the wheel is actually very valuable. Note that our vehicles do not run on stone wheels. Thank goodness we kept re-inventing wheels that were more suitable for our specific use cases! This metaphor is, therefore, exactly apt for describing off-the-shelf game engines. All of the big open gam…
>Note that our vehicles do not run on stone wheels. Thank goodness we kept re-inventing wheels that were more suitable for our specific use cases! Improving a wheel design does not require reinventing it. The people who designed the car wheel were able to look at previous designs of wheels instead of needing to invent the wheel themselves.
Re: MonoGame: A .NET framework for making cross-platform games
#35If Microsoft hadn't killed XNA (what MonoGame is based on) a decade ago, they could be packaging it with Copilot right now as the ideal code-first AI-assisted game engine. Easy to use, easy to test, no visual editor where AI will struggle like with Unity/Unreal/Godot.
I am automating Unity with headless method invocation of agent authored editor scripts. I don't think "struggle" is the word I'd use to describe how GPT5.4 is currently performing.
I can tell the agent things like "iterate over all scenes. Wrap lightmap baking in a 5 minute timeout. Identify all scenes that exceed baking time. Inspect the scene objects and identify static geometry with poorly configured light map scale relative to their world space extents."
Re: MonoGame: A .NET framework for making cross-platform games
#36If Microsoft hadn't killed XNA (what MonoGame is based on) a decade ago, they could be packaging it with Copilot right now as the ideal code-first AI-assisted game engine. Easy to use, easy to test, no visual editor where AI will struggle like with Unity/Unreal/Godot.
Re: MonoGame: A .NET framework for making cross-platform games
#37Yesterday I looked into Monogame, FNA and Raylib. Just always surprises me how reading something somewhere makes people do similar things.
Re: MonoGame: A .NET framework for making cross-platform games
#38If Microsoft hadn't killed XNA (what MonoGame is based on) a decade ago, they could be packaging it with Copilot right now as the ideal code-first AI-assisted game engine. Easy to use, easy to test, no visual editor where AI will struggle like with Unity/Unreal/Godot.
> AI will struggle like with Unity/Unreal/Godot. I am automating Unity with headless method invocation of agent authored editor scripts. I don't think "struggle" is the word I'd use to describe how GPT5.4 is currently performing. I can tell the agent things like "iterate over all scenes. Wrap lightmap baking in a 5 minute timeout. Identify all scenes that exceed baking time. Inspect the scene objects and identify sta…
Re: MonoGame: A .NET framework for making cross-platform games
#39Earlier quoted context omitted.
>Note that our vehicles do not run on stone wheels. Thank goodness we kept re-inventing wheels that were more suitable for our specific use cases! Improving a wheel design does not require reinventing it. The people who designed the car wheel were able to look at previous designs of wheels instead of needing to invent the wheel themselves.
So too with game engine design, where you have dozens of designs and hundreds of tutorials to learn from in the building of your own. It is seriously funny that no matter how you try to contort the metaphor, it continues to fit perfectly in a way that indicates it is not actually a bad thing.