VelcroPhysics
Nez
VelcroPhysics | Nez | |
---|---|---|
3 | 19 | |
657 | 1,720 | |
- | - | |
1.8 | 7.0 | |
almost 3 years ago | 4 days ago | |
C# | C# | |
MIT License | MIT License |
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VelcroPhysics
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How easy is Monogame for a beginner coming from game engines?
MonoGame abstracts a lot of the rendering work and is easy to use for 2D games (I haven't tested its 3D support so far). It also provides you with a content pipeline plus audio and input handlers. All that's left for you to do is roll your own Entity Component System, physics, and game logic. If you're not interested in writing your own physics, there are libraries out there already. Additionally, if you don't want to get caught up in the details of data serialization, Json.NET is a great package for serializing data in JSON format. That makes it perfect when paired with a map editor such as Tiled, which can export to JSON.
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Are things like colliders already built-in or should I program “everything” in Monogame?
Back in my indie days, I shipped a few 2D games with the Farseer physics engine on XNA to Xbox 360 and Windows phone. It's not dead either, the project lives on as Velcro Physics.
- Jeg har COVID selvom jeg er vaccineret. AMA.
Nez
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Bloomwood - 2D RPG - Hobby Project
I'm developing an RPG in C# using MonoGame and the Nez game engine. Looking for hobbyists who would like something to do in their free-time and/or one programmer and one pixel-artist. Below is a link to a Google Drive folder w/ information regarding the game's design. Any comments, suggestions or otherwise are also welcome!
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How easy is Monogame for a beginner coming from game engines?
Monogame has a good number of libraries, ranging from utility and QOL stuff all the way up to something like Nez, a huge library completely reworks how Monogame works.
- Looking for advice on making a command line "dev console"
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Connecting a Traditional OO Inheritance Hierarchy to a Component-Based Entity System
I have an entity-based component system based on Nez that implements most of the lower level functionality of my game, such as animation, rendering, physics, and collision initiated interactions. It was originally supposed to be an ECS but now I consider it more of an entity-based component system since the components are more about adding functionality to entities, rather than data and there (currently) are no separate systems. I've implemented a custom messaging system, of which I am quite proud, so that when one component needs to send a message to another component it doesn't have to perform a lookup using reflection nor does it need to always store a reference to that component.
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Entity System for Nez?
They still have an Entity-Component system, but no longer an Entity-Component-System system. The part of the FAQ I’m referring to is here: Entity Systems
- How can I avoid global state in programs, when all objects/classes need to interact with each other?
- C# is only for Unity, right?
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I need to make a game in WPF
If your background is in C#, and you think Unity is overkill or you don't want to be taken out of a pure code ecosystem (unity is like a glorified level editor), then I would highly recommend MonoGame using the Nez framework https://github.com/prime31/Nez . Its all C#, and it gives you everything you need to start making a game and nothing else - just the kitchen sink. It gives you a game loop, media capabilities, an actor system, a UI system, collisions, animation tweening, and a lot more. The code to get started is literally simpler than a new WPF app. Check out the sample library. https://github.com/prime31/Nez-Samples The code to create a 2d tileset game with collisions, a follow camera, and a movable character who can shoot fireballs is only 300 lines long.
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Are there any common practices/conventions that I should know about?
Here's an example of a more fleshed out game engine built for monogame: https://github.com/prime31/Nez
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I am looking for a new engine. Any suggestions?
If you're cool with just writing code with no GUI environment, I'm a big fan of Monogame, especially when paired with the Nez library extension. Using Monogame by itself is fine and let's you do basically everything from scratch how you want it, but Nez gives you a strong foundation of basics handled for you without completely getting in your way, including an entity-component style workflow that you may be used to from Unity.
What are some alternatives?
pymunk - Pymunk is a easy-to-use pythonic 2d physics library that can be used whenever you need 2d rigid body physics from Python
MonoGame - One framework for creating powerful cross-platform games.
PhysicsExamples2D - Examples of various Unity 2D Physics components and features.
MonoGame.Extended - Extensions to make MonoGame more awesome
BEPUphysics - Pure C# 3D real time physics simulation library, now with a higher version number.
Stride Game Engine - Stride Game Engine (formerly Xenko)
ai2thor - An open-source platform for Visual AI.
FNA - FNA - Accuracy-focused XNA4 reimplementation for open platforms
2DFPhysics - 2D fixed-point physics for Unity (WIP).
Wave Engine - This repository contains all the official samples of Evergine.