SadConsole
penumbra
SadConsole | penumbra | |
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7 | 3 | |
1,180 | 307 | |
- | - | |
9.2 | 0.0 | |
18 days ago | almost 2 years ago | |
C# | C# | |
MIT License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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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.
SadConsole
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How can I get a 1:1 sized font?
Since you're already working in C#, there's a library called SadConsole that does this. It relies on either MonoGame or SFML to actually render to the screen, though. If you're not using either of those, the source may give you some ideas on how to implement such a grid of tiles yourself. There are of course other libraries that do this, but SadConsole is the first that I could remember in C#.
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Basic guidelines
Just throwing this out there because I too am going to school for .NET/C#, something I found that really helped me get started was SadConsole: https://github.com/Thraka/SadConsole
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Is there a way to learn how to use SadConsole?
The process I am using for learning version 9 is to download, run and modify the sample projects. It's a brute force approach, but I am already pretty comfortable with C# and Visual Studio.
- updated console simple game
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Some high-level noob questions
Familiar with C#? My friend, may I point you towards a rendering library called SadConsole and a framework specifically for creating RogueLikes called GoRogue. They are lacking in tutorials (SadConsole recently had a major version change, and GoRogue is soon to follow suit), but they've got a discord community where people are really helpful.
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User interface in MonoGame that supports message log
I'm personally using SadConsole, not sure if it would fit your needs exactly, but it's open source.
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What engine do you folks code in?
SadConsole
penumbra
- Looking to hire someone for a deferred lighting and shadows implementation
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Global/Indirect Lighting for Large Procedurally Generated Buildings
I do my urban interior lighting in 2D layers. It's pretty similar to what Penumbra does but on a floor-by-floor basis with minor extras to change extrusion based on azimuth. Alongside the light-color I LOGIC_OP_OR a light ID bit into a RGBA32_UINT target (so 1 target per 128 lights) so that I can do a Drobot style light bucket walk (slide 15).
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I made a simple Z-lighting prototype for a top-down project
As for explanation - it's based on Penumbra which I use for a while. Penumbra on its own doesn't have Z-parameter and hulls/objects are either "illuminated" or "solid" (dark) depending on the light setting.
What are some alternatives?
love - LÖVE is an awesome 2D game framework for Lua.
Nez - Nez is a free 2D focused framework that works with MonoGame and FNA
GoRogue - .NET Standard roguelike library in C#. Features many algorithms and data structures pertinent to roguelike/2D game developers, specifically designed to be minimally intrusive upon the developer's architecture.
PixelVision8 - Pixel Vision 8's core philosophy is to teach retro game development with streamlined workflows. PV8 is also a platform that standardizes 8-bit fantasy console limitations built on top of the open-source C# game engine based on MonoGame.
MonoGame - One framework for creating powerful cross-platform games.
Barotrauma - A 2D online multiplayer game taking place in a submarine travelling through the icy depths of Jupiter's moon Europa.
MonoGame.Extended - Extensions to make MonoGame more awesome
Duality - a 2D Game Development Framework
3DWorld - 3D Procedural Game Engine Using OpenGL
Monofoxe - Foxes made Monogame easy.