Kha
MonoGame
Kha | MonoGame | |
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14 | 95 | |
1,464 | 10,881 | |
1.2% | 1.5% | |
8.5 | 8.9 | |
about 1 month ago | 9 days ago | |
C | C# | |
zlib License | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Kha
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3D and 2D: Testing out my cross-platform graphics engine
I am glad people are working on it!!
Have you seen Kha by any chance? It has similar goals. I find it quite awesome, but it won't gain mass adoption for a bunch of reasons. https://github.com/Kode/Kha
Someone built an immediate mode renderer on top https://github.com/armory3d/zui, which is utilised by ArmorPaint https://armorpaint.org. I also use Zui for my own bespoke 2D game engine.
I find this tech and tooling really quite amazing (just look at how little source code Zui has) given just how small the ecosystem around it is. I think Kha really illustrates what can be achievable if the lower levels have robust but simple APIs, just exposing the bare minimum as a standard for others to build upon.
For the kind of project I work on (mostly 2d games), I think it would really awesome if your framework also supported low level audio, and a variety of inputs such as keyboard, mice, and gamepads. If it also had decent text rendering support it would basically be my dream library/framework.
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Not only Unity...
Kha (zlib/Haxe) https://github.com/Kode/Kha
- Game Development Post-Unity
- ArmorPaint and ArmorLab: open-source alternative to Adobe Substance
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Single Javascript calculation VS. doing calculation in shader?
So doing the calculation on CPU and including it with other uniforms is the best way to minimise overhead. Have a look at buffers rather than individually binding each variable. See https://github.com/Kode/Kha/issues/1365 for why UBOs are not available in WebGL 2.0.
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Why Kha is discontinued? Seems like an active project on github.
Kha on haxelib was discontinued many years ago - we sadly now felt it was necessary to remove it entirely from haxelib because people kept using it despite the scary warning message it prints on every run. This "lib" now contains only this readme, please see https://github.com/Kode/Kha/wiki/Getting-Started for instructions on how to actually use Kha.
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Heaps: A free, open-source and cross-platform game engine
I ported my https://rpgplayground.com from AS3 to Haxe. It was the most sane technology to replace Flash, because it came with some platform independent benefits (as opposed to coding straight in JavaScript)
Not using Heaps but https://github.com/Kode/Kha.
And I think you are indeed correct in your assumption, since I know plenty of others who made that switch.
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Destroy my project. Why you would not use Notan? I'm looking for constructive criticism.
I'm looking to some other libs that inspired notan, like http://kha.tech " Ultra-portable, high performance, open source multimedia framework. " Or SFML " SFML provides a simple interface to the various components of your PC, to ease the development of games and multimedia applications. "
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Flash Sucks –- But everything else sucks more (2011)
At its core the beauty of Flash was the extremely tight interplay between vector graphics in nested timelines, and the the programming environment. Many people compare Flash to Unity, but I really don't find the two all that comparable. You don't create your assets in Unity, and by the time those assets get into Unity you have lost most potential for dynamic behaviour. Flash's tight integration allowed for extremely fast iterations, and its hierarchal model was very flexible and allowed you to work very fast and creatively.
I'm surprised no one has had a good crack at re-creating the core functionality of Flash circa 2004, based on web tech, or something like Kha[1]. I've thought many times about starting such a project. I think the biggest challenges are developing a solid vector rendering runtime alongside the vector drawing tools, but just about everything else that ex-Flashers want can be reduced down to some pretty simple functionality. You could even forego all the cruft of the display list, the event model, etc, and just go with a simpler immediate mode renderer and I think you'd still be retaining those core components that made Flash special.
There are so many use cases (eLearning experience, Digital Signage, Touch Screen Kiosks) that Unity isn't particularly suitable for, and for which HTML/Javascript is just clunky, that such a tool could far better accomodate.
1. https://github.com/Kode/Kha.
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Github's collection of open-source game engines
Not to forget Kha http://kha.tech/ or even Armory3D https://armory3d.org/
MonoGame
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The MonoGame Foundation launch
To highlight this shift, we are introducing a new website which is now fully automated with Github. The paint is still fresh, but we hope to expand it with more information about the MonoGame Foundation, like how it operates, and how to join it or contribute.
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Not only Unity...
https://github.com/MonoGame/MonoGame /
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MonoGame VS kni - a user suggested alternative
2 projects | 10 Oct 2023
- MonoGame: An Open-Source, Cross-Platform Game Development Framework
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OSS Game Engines are increasing their stars on GitHub due to Unity's missteps
Yes, it is possible, but you need to use a game framework not a game engine.
Example of a game framework: http://www.monogame.net.
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Unity's Trap
Monogame, though it doesn't do much hand-holding: https://github.com/MonoGame/MonoGame
Webassembly support is spotty, though in progress AFAICT.
Used by a few 2D games like Stsrdew Valley and Celeste.
- MonoGame
- Zune was a gaming platform for about 5 minutes; I miss XNA.
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Which tools should I use to create my game ?
Some that I am aware of and that support at least Windows and Android are (Monogame)[https://www.monogame.net/], (Cocos2D)[https://www.cocos.com/en/cocos2d-x], (LÖVE)[https://love2d.org/]. But there are likely many more. Even more basic ones which are just another abstraction layer on top of SDL (like (Oxygine)[https://oxygine.org/]).
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What mobile game engine to choose for a simple multiplateforme gacha game?
- https://www.monogame.net/
What are some alternatives?
heaps - Heaps : Haxe Game Framework
Raylib-cs - C# bindings for raylib, a simple and easy-to-use library to learn videogames programming
openfl - The Open Flash Library for creative expression on the web, desktop, mobile and consoles.
FNA - FNA - Accuracy-focused XNA4 reimplementation for open platforms
flixel - Free, cross-platform 2D game engine powered by Haxe and OpenFL
Stride Game Engine - Stride Game Engine (formerly Xenko)
armory - 3D Engine with Blender Integration
raylib - A simple and easy-to-use library to enjoy videogames programming
nannou - A Creative Coding Framework for Rust.
Nez - Nez is a free 2D focused framework that works with MonoGame and FNA
as3hx - Convert AS3 sources to their Haxe equivalent
SkiaSharp - SkiaSharp is a cross-platform 2D graphics API for .NET platforms based on Google's Skia Graphics Library. It provides a comprehensive 2D API that can be used across mobile, server and desktop models to render images.