awesome-monogame
Json.NET
awesome-monogame | Json.NET | |
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9 | 53 | |
1,096 | 10,530 | |
- | - | |
0.0 | 3.7 | |
23 days ago | 17 days ago | |
C# | ||
- | MIT License |
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awesome-monogame
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Current state of 2D game code-first frameworks?
XNA re-implementation/extended support seems like a good idea. I'll look into it some more. I also want to share this list of libraries suggested to me for MonoGame support: https://github.com/aloisdeniel/awesome-monogame
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How easy is Monogame for a beginner coming from game engines?
I don't have anything to add to Ignatus other than a GitHub repo filled with resources that can help you out.
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MonoGame and libGDX
awesome-monogame
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Tutorials for Monogame?
Awesome Monogame has a nice list of tutorials
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I spent month implementing a camera, simple ECS, Tiled map integration and rendering - just to find out all of this and more is in the Monogame.Extended
If you want to avoid duplicating work in the future (and also find some awesome libs), checkout Awesome Monogame: https://github.com/aloisdeniel/awesome-monogame.
- Are there any common practices/conventions that I should know about?
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How to learn Monogame??
awesome-monogame/README.md at master ยท aloisdeniel/awesome-monogame
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Game engine for a 2D, top down, rogue like, pixel art game?
Fair warning, base Monogame leaves a lot to you to create yourself. It's technically a framework and not an engine (difference explained here). However, there are several extensions that add specific things you might want.
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Tired of current language but scared to switch (sunken cost fallacy evaluation)
And as for replacing libraries, I obviously don't know what you've got going on, but there are a bunch of extensions to Monogame that add all sorts of stuff. Maybe there's something in the you can use to help you?
Json.NET
- stopDoingJson
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Should you use Newtonsoft.Json or System.Text.Json in 2023?
This bug and many others related to time: https://github.com/JamesNK/Newtonsoft.Json/issues/862 And they will never get fixes, because the project is kind of dead. Edit: and actually, the creator claim to have made it like this on purpose, so I don't trust it anymore.
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Removing default values while serializing using Newtonsoft.Json
There's a related discussion on the GitHub repo:
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React developer to NET
Nuget is where you'll get 3rd party libraries (such as Newtonsoft.Json for JSON processing)
- what library do i need to include for this json deserializer? (or how do i find what libs i need to include in general?)
- How do you normally store large raw json string into a variable in your code in C#?
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Best practice for organizing multiple classes (new to programming)
Common convention (with rare exceptions) is to name your project the same as your assembly name and default namespace. For example, Newtonsoft.Json.csproj makes an assembly called Newtonsoft.Json.dll with the default namespace of Newtonsoft.Json. Inside that project directory (which usually also has the same name), subdirectories would match namespaces nested inside the default, like in that example there is a folder named Serialization which contains classes that are all in the namespace Newtonsoft.Json.Serialization. Classes in this nested namespace can automatically access classes defined in parent namespaces without extra using statements, like how JsonProperty.cs can reference JsonConverter from the Newtonsoft.Json namespace, but it needs a using statement at the top of the file in order to access classes from the sibling namespace Newtonsoft.Json.Utilities
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market data GET HttpClient json requests vs net sdk wrapper functions
As I said, I'm not familiar with C# but on a quick Google it seems there isn't one idiomatic way to handle JSON in C# - instead a multitude of different libraries/packages for doing so. This seems... ...irritating. json.NET (https://www.newtonsoft.com/json) seems to be one of the best (but again, I don't know C#).
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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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Does SerializeObject from NewtonSoftJson translate property names based on the environment language?
Also file an issue report with Newtonsoft because IMO that should not be happening.
What are some alternatives?
awesome-maui - A collection of awesome libraries, tools, frameworks, and samples for DotNet MAUI
Utf8Json - Definitely Fastest and Zero Allocation JSON Serializer for C#(NET, .NET Core, Unity, Xamarin).
Nez - Nez is a free 2D focused framework that works with MonoGame and FNA
MessagePack for C# (.NET, .NET Core, Unity, Xamarin) - Extremely Fast MessagePack Serializer for C#(.NET, .NET Core, Unity, Xamarin). / msgpack.org[C#]
flux - A fast, lightweight tweening library for Lua
Protobuf.NET - Protocol Buffers library for idiomatic .NET
XNAGameStudio - The Education library from the Xbox Live Indie games repository, valuable for MonoGame Developers for advanced samples
LitJSON - JSON library for the .Net framework
MonoGame.Extended - Extensions to make MonoGame more awesome
Jil - Fast .NET JSON (De)Serializer, Built On Sigil
game-datasets - :video_game: A curated list of awesome game datasets, and tools to artificial intelligence in games
ProtoBuf - C# code generator for reading and writing the protocol buffers format