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  • 05:30
    ryancheung commented #5640
  • 03:46
    Jjagg commented #6867
  • 03:38
    rds1983 commented #6867
  • 03:37
    rds1983 commented #6867
  • Aug 20 21:56
    Jjagg commented #6867
  • Aug 20 21:55
    Jjagg commented #6867
  • Aug 20 21:44
    Jjagg labeled #6868
  • Aug 20 21:44
    Jjagg commented #6868
  • Aug 20 21:31
    NET-D3v3l0p3r opened #6868
  • Aug 20 18:09
    rds1983 synchronize #6867
  • Aug 20 18:07
    rds1983 synchronize #6867
  • Aug 20 18:01
    rds1983 synchronize #6867
  • Aug 20 17:56
    Jjagg commented #6867
  • Aug 20 17:55
    rds1983 opened #6867
  • Aug 20 10:57
    Jjagg commented #6703
  • Aug 20 10:52
    rds1983 commented #6703
  • Aug 20 05:39
    ryancheung synchronize #6864
  • Aug 20 01:59
    ryancheung commented #6865
  • Aug 20 01:52
    ryancheung commented #6865
  • Aug 20 01:51
    ryancheung commented #6865
Vicente Penades
@vpenades
@demonixis yes, I know... PBR has become so mainstream that I believe monogame should support it out of the box.
Yannick Comte
@demonixis
Well, if you do a PBR shader, you've to add some shadow support with it and then more features... IMHO it's up to the dev to make it. Especially because PBR requires some C# code to work. You need to pass an irradiance map and some other textures for IBL specular
Vicente Penades
@vpenades
I agree... but the same thing could have been said about the BasicEffect years ago, or the SkinnedEffect (which DOES require some work on your side to work)
So some sort of PBR effect with additional settings would not hurt.... anyway, it's just a wish on my own :smile_cat:
Yannick Comte
@demonixis
The main issue with PBR is that you really need an environment map or a skybox to generate at least the irradiance map
without that, it's not so good
But I agree that a PBREffect that works like the BasicEffect, that takes in parameter an irradiance map, etc... could be cool
Vicente Penades
@vpenades
yes, that's exactly what I am talking about
Daniel Sör
@Ragath
its only half the solution though. personally i think it'd fit better as an extension built on top of monogame and have a render pipeline included
that way its a complete solution that people could use and extend
SammyBartolo
@SammyBartolo
Hello!
I'm new to MonoGame!
Victor Chelaru
@vchelaru
HI @SammyBartolo
Jesse
@Jjagg
Hey Sammy! Welcome :)
eatmorepies
@eatmorepies
Hey, will there be a Monogame version for Visual Studio 2019 soon?
eatmorepies
@eatmorepies
Hey, I was able to compensate by dragging the templates for Monogame over from the Visual Studio 2017 folder in Documents over to the Visual Studio 2019 documents folder.
SammyBartolo
@SammyBartolo
Thank you for the greetings! Just started the engine and it's very fun to program with!
Dominique Louis
@CartBlanche
MG FriYaY
walkerorihara
@walkerorihara_twitter
can we transfer game from this to the switch by any chance?
nvm
walkerorihara
@walkerorihara_twitter
ok, so how do we download the actual engine and ustilize it?
Nikos Kastellanos
@nkast
@Jjagg
ProtonBuild now generates a extra tags in .csproj files, like <<Platforms/>, <Services/>, <ExcludePlatforms/> , etc.
By changing the line <xsl:apply-templates select="node()"/> in "AddFiles" template in GenerateProjects.XSharp.xslt to <xsl:apply-templates select="node()[name() != 'Services' and name() != 'IncludeServices' and name() != 'ExcludeServices' and name() != 'Platforms' and name() != 'IncludePlatforms' and name() != 'ExcludePlatforms']"/> we can remove those extra nodes.
instead of emmiting <Compile Include="Platform\Properties\AssemblyInfo.Android.cs">
<Platforms>Android</Platforms>
</Compile> it will emmit the shorted <Compile Include="Platform\Properties\AssemblyInfo.Android.cs" />
other nodes like <link/> will still be emmited.
I could push a PR if that's something you'd like to change.
Nikos Kastellanos
@nkast
also i can see if I can emmit a specific language version in the generated .csproj
Jesse
@Jjagg
@nkast We're removing Protobuild, so it's not worth it really
Nikos Kastellanos
@nkast
ok
Jesse
@Jjagg
Though I'm struggling with #6824 and I don't have any time to work on it right now (for about 2 weeks)
Matteo
@Eversor
will the new monogame source make use of shared projects? I'm using them recently and they work like a charm provided vs 2017-19 is used
essentially you can keep most of the codebase in a single shared list of files to compile, then you reference the shared project from each platform-specific project
the best thing is that being a simple list of files, the shared project does not need to be compiled beforehand, so you can put there incomplete partial class definitions, you might also completetely miss a definition of a method, and provide it only in a platform specific file inside the platform (compiled) project. Visual studio will do all his magic and you are able to intellisense through the referenced shared project as if the files were actually added to the main (platform specific) project
KakCAT
@KakCAT
How long have you been using it?
I used it for some weeks, worked like a charm, then something very weird happened. When using one of my shared projects, everything compiled well, but the moment I used edit-and-continue some classes were not found. So basically broke edit and continue.
I decided to postpone using shared projects until I get into a newer version of 2017 or into 2019. But other than said problem, I loved it.
Jesse
@Jjagg
No, we don't use shared projects. We use globbing with the SDK-style csproj files.
Vicente Penades
@vpenades
Shared projects, along with portable class libraries, were the temporary hack microsoft came with to solve the problem of cross platform development. But these days the preferred approach to solve cross platform development is by using .Net Standard and projects that support multiplatform targeting.
Portable Class Libraries have been deprecated in favour of .Net Standard and .Net Core libraries, and shared projects seems to be in hibernation mode, and lagging behind the new SDK Style projects
Daniel Sör
@Ragath
shared projects are still relevant, since its essentially static linking. but given that we have nuget, they don't make much sense for distribution
i also don't think they're lagging behind, given that they've already got most features you could ask for
Andrey
@c0013r
Hello. May I ask for some help with monogame here?
Jesse
@Jjagg
Yes, of course!
Andrey
@c0013r
I just installed monogame, created fresh project and have some warnings while compiling it.
Warning MM2006: Native library 'api-ms-win-core-timezone-l1-1-0.dll' was referenced but could not be found. (MM2006)
Warning MM2006: Native library 'libasound' was referenced but could not be found. (MM2006)
Warning MM2006: Native library 'Ws2_32.dll' was referenced but could not be found. (MM2006)
Warning MM2006: Native library 'comdlg32.dll' was referenced but could not be found. (MM2006)
Warning MM2006: Native library 'shell32.dll' was referenced but could not be found. (MM2006)
VS2017 / monogame 3.8 (dev build) / mac os 10.13.6 / xcode 10.1
Josik Dranyj
@Rombersoft
Hello everybody! Please help me. I have one SpriteFont and want to use it in two cases: first case is usual using; second case is using with another LineSpacing. I don't want every time to change LineSpacing property. I want to have two fonts with different LineSpacing. How to do it?
Josik Dranyj
@Rombersoft
Creating a new ContentManager instance does not have benefit because it loads RAM. I think that in new version this issue must be thought
Jesse
@Jjagg
@c0013r I have never seen those warnings. Those aren
't libs MonoGame uses directly, so I think it might be an issue with Mono
Vicente Penades
@vpenades
Hi, I have a question about disposable resources; it is possible to create them, for example a Texture2D, and then include it in a ContentManager, so it will be disposed (or device reset) automatically?
Daniel Sör
@Ragath
i suspect they already are, since you're passing the gfx device to them