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  • Oct 17 22:10
    cra0zy closed #6894
  • Oct 17 22:10
    cra0zy commented #6894
  • Oct 17 21:59
    Jjagg commented #4718
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  • Oct 17 21:47
    cra0zy commented #4718
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    cra0zy closed #6831
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    cra0zy commented #6831
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    cra0zy commented #6816
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    cra0zy commented #4593
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    Jjagg commented #4593
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    ronnycsharp commented #4593
kiddybrain
@kiddybrain
any*
Jesse
@Jjagg

@TinkerWorX

any effort started yet

It's very little work to add netcore 3.0 support, should just be the target that needs to be added and possibly the winforms reference needs to be updated (if it's not the same as .net framework). It's just that no one has gotten around to it yet :)

Cory Kroll
@corykroll
@Ragath I just had to edit the csproj file and REMOVE the MonoGame.Content.Builder.targets line at the end since the NuGet takes care of that for me. I additionally had to add the ttf files for my fonts for spriteBatch (since I no longer could rely on the OS to have them installed) and I was able to get it to build properly
Nikolaj Mariager
@TinkerWorX
@Jjagg Yeah, that's pretty much what I did as well.
I was going to make a PR about it, but wanted to see if someone else was already working on it.
There was a small change required in one class as well.
But other than that, it was trivial to do.
Vitaly Mikhailov
@Aragas
So guys, is there some known issue about not being able to download the development nuget packages from the teamcity?
I see the packages in the list, but it says that the packages are not found when trying to actually download them
What is strange tho, I can download the Android package, but not DX or Portable
wacharlb
@wacharlb
I'm new to this Gitter, but I've been using monogame for about a year now. I wanted to ask some in the monogame community for their thoughts about the movement of some developers in the open source community to try to move away from using the Content Pipeline. For instance Prime31's monogame extension library Nez made a huge change recently to remove the majority of their content pipeline extension code from their library in favor of importing raw data files. I understand some of the reasoning behind this, and I don't necessarily agree with it, but I am wondering what are all the implications of doing moving away from using the pipeline. From my understanding the prime reason for using it is runtime performance. It also seem like you would lose some binary obfuscation of content. Although I realize that is not the major reason for using the pipeline. I'm wondering what the monogame community thinks about this and the implications of moving away from using the content pipeline.
Vicente Penades
@vpenades

@wacharlb I believe the primary reason to skip the content pipeline and allow importing raw data at runtime is to support modding or user created content. But that comes at the expense of having to write extra code to check, validate and optimize the raw content, something that the content pipeline does for free. In practice, loading raw data at runtime can only be achieved safely on desktop platforms.

The main advantage of a content pipeline is that it can optimize the assets for every target platform, or even preparing the content for a platform that is not able to load raw content directly at all, like Android, IPhone, and most probably, consoles.

Daniel Sör
@Ragath
@wacharlb the content pipeline also enables you to automate exports and other preprocessing of the assets. But it does require a deeper understanding of monogame in order to take advantage of it
So for most people learning game dev the initial response is along the lines of why would anyone need this? I just want to get things started, why should I spend time learning this?
Daniel Sör
@Ragath
But there is a lot of time to be saved if you learn how to use it to optimize your workflow. Especially when you go cross platform
RUSshy
@RUSshy
content pipeline should be specific to projects, the way xna and monogame handle that is shitty and is buggy af
KakCAT
@KakCAT
Content Pipeline is a tool,and as every tool, it's just a matter to decide if it helps you or hinders you. In my case it's the later, so a few years ago I decided to minimize its use. But I'm sure that for certain workflows, CP is useful.
Vicente Penades
@vpenades
I believe part of the problem is that the CP, in its current state, is severely outdated and it's a pain to process some assets through it.... at least in my case it's become a bottleneck. But this is an implementation issue, not a design issue. To me, the idea of a content pipeline is really great, but it needs to be well implemented.
RUSshy
@RUSshy
same when i was using monogame i completly ditched it
Daniel Sör
@Ragath
@KakCAT so you're not using any tools that need exports? i'm surprised
personally i've found most of my tools needs to do exports and/or have the data processed in some manner before its ready to be used
KakCAT
@KakCAT
@Ragath Well, it's not that I don't use exporters. I just bypass MG's Content Pipeline. I'm more in the bandwagon of the "write your own content pipeline" depending on the requisites of your game.
Not only that, the content pipeline requisites can change during the lifetime of the project. Needs at the start are very different from the needs at the end. With an own content pipeline, you can just change how things work during the lifetime.
With XNA/MG you get a monolithic Content Pipeline thought only for release. If the project takes 2 weeks I could live with it, but with a 2+ year project I'd have given up by now.
wacharlb
@wacharlb
Interesting perspectives. I hadn't considered the cross-platform performance implication of bypassing the content pipeline especially with consoles and mobile devices. One concern I have is with open source middleware libraries doing away with the content pipeline and forcing users of the library to load raw content in order to use any of their library importers. I don't like the idea of being forced into making that decision especially if the library once supported using the pipeline but subsequently removed it recently (a.k.a. Nez). It doesn't seem right to me to expose raw content like that.
Daniel Sör
@Ragath
@KakCAT so you are using a content pipeline, just not the monogame one? i can understand that, personally i'm just a fan of the standardization that the mg pipeline brings. so i can use someone else's importer and write a new processor, etc.
@wacharlb nez is more of an engine than a piece-meal library though, but you should be able to hook up most open source parsers in the mg pipeline
in the case of nez it might mean editing the source to make it all happen though
wacharlb
@wacharlb
That kinda what I thought. I’m not a huge fan of the idea of forking code unless it’s absolutely necessary. I was using Nez’s pipeline extension which were handy but the latest tagged release removed them. Coming from the linux world I’m kinda a strong proponent for have stable branches of software even in open source libraries. Instability and frequent major interface changes can cause users to move away from using libraries that practice that. There’s a serious cost associated with it even for open source software in terms of hours spent dealing with those changes.
KakCAT
@KakCAT
@Ragath I understand, it's an advantage from that point of view but to me the Importer/Processor implementation is probably the biggest complain I have from XNA.
Once I decided to get serious with XNA I started writing my own exporters for the parts I disliked (basically models and fonts). When I stumbled with the Importer/Processor I struggled so much that I decided to bypass them.
I can't believe something so horribly unfriendly could be perpretrated by the XNA team ;)
That was the start of the XNA/MG Content Pipeline desertion for me.
wacharlb
@wacharlb
Does you importers run at compile time or runtime? Does it obfuscate your content as well or is it raw?
KakCAT
@KakCAT
@wacharlb Right now the importers can run both via script (it could be said it's at compile time) and runtime (I can even reload textures and shaders without leaving the game)
I normally just let the game run and compile the models that have been changed, and run the importers script from time to time to 'refresh' the folders and remove leftovers
There's no obfuscation, but beware because XNB do not provide (afaik) any kind of obfuscation either. You can take a XNB from any game (i.e. Stardew valley) and load without problems in your game.
Daniel Sör
@Ragath
depends, there are hooks in the pipeline that allow you to add an encryption step to the readers/writers but few ppl know about it and even fewer decide to do it
its still no magic bullet though, since you do have to ship the key to your lock with the game ;)
shouldn't it be
_playingInstances.Count <= SoundEffect.MAX_PLAYING_INSTANCES;
instead of
_playingInstances.Count < SoundEffect.MAX_PLAYING_INSTANCES;
?
Daniel Sör
@Ragath
@nkast no, your suggestion would mean it would return true even if all slots where used
currently there needs to be at least 1 left over for it to have sounds available
Nikos Kastellanos
@nkast
you are right, I must take a break!
Nikolaj Mariager
@TinkerWorX
Anyone here have any experience distributing OpenCL with applications?
The process has been a bit weird for me.
For NVIDIA GeForce, it's just a matter of having the latest drivers and you get CUDA powered OpenCL.
For Intel, you need to download their runtime. But to download the runtime, you need to register a developer account on their site. Seems a bit much to ask of end users.
And for AMD I get a sense that neither CPU or GPU are being officially supported anymore. Their OpenCL page is gone.
Seems like OpenCL isn't really useful for distribution.
It feels more like something you'd use in a developer biased setting where you have close control over hardware and experienced people around.
Daniel Sör
@Ragath
@TinkerWorX have you checked the license of the runtime? usually you're free to redistribute it yourself
Nikolaj Mariager
@TinkerWorX
@Ragath it may be, I'll have to look in to it.
Related to OpenCL, is there a reason Texture2D can't be created shared?
It has an internal constructor that lets you specify whether it's shared or not, but it's not exposed.
Sp00nsMcg33
@Sp00nsMcg33
hi, does Monogame V3.7.1.189 require VS 2017 or 2019?
Jesse
@Jjagg
Either works for building projects, but the templates are only installed by the installer for VS 2017.