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Louis Salin - Game Development with MonoGame: Build a 2D Game Using Your Own Reusable and Performant Game Engine

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Louis Salin Game Development with MonoGame: Build a 2D Game Using Your Own Reusable and Performant Game Engine
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Create a polished game that includes many levels and fights using MonoGame. This book will show you how to add AI agents and 2D physics into your game, while improving the performance of the game engine. By the end of Game Development with MonoGame, you will have created a game worthy of being published.

Over the course of this book, you will be exposed to advanced game development concepts such as scripting and AI as you improve the performance of the game engine with better memory management. You will learn how to create a level editor that you will use to build game levels. You will also pick up tips and tricks for adding polish to your game project by adding a camera system, layers, menus, and improving the games graphics using pixel shaders and better particle effects.

Upon completing this book, you will have a clear understanding of the steps required to build a game from start to finish and what it takes to create a 2D game that could ultimately be published.

What You Will Learn

  • Write a performant 2D game engine
  • Script the behavior of game objects
  • Build and use a level editor for your game
  • Add a UI to your game

Who Is This Book For

Intermediate to advanced C# developers with knowledge of MonoGame. Basic knowledge of how to install and use the 2D capabilities of MonoGame is required, along with knowledge on how to use the content pipeline tool.

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Contents
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Book cover of Game Development with MonoGame Louis Salin and Rami Morrar - photo 1
Book cover of Game Development with MonoGame
Louis Salin and Rami Morrar
Game Development with MonoGame
Build a 2D Game Using Your Own Reusable and Performant Game Engine
1st ed.
Logo of the publisher Louis Salin Cedar Park TX USA Rami Morrar San - photo 2
Logo of the publisher
Louis Salin
Cedar Park, TX, USA
Rami Morrar
San Leandro, CA, USA
ISBN 978-1-4842-7770-6 e-ISBN 978-1-4842-7771-3
https://doi.org/10.1007/978-1-4842-7771-3
Louis Salin and Rami Morrar 2022
Standard Apress
Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.
The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

This Apress imprint is published by the registered company APress Media, LLC part of Springer Nature.

The registered company address is: 1 New York Plaza, New York, NY 10004, U.S.A.

Dedicated to my family and friends who keep pushing me forward.

Rami Morrar

Introduction

This is a sequel to the original MonoGame Mastery book. If you havent read the original, I highly recommend checking it out before you get into this one. This book has more intermediate techniques, ranging from putting different languages into a game to setting up for debugging. At the end, we will also be talking about notable libraries that will help make development easier in MonoGame.

By the end of the book, you will have a better knowledge of programming in MonoGame and utilizing the Content Pipeline tool for more efficiency. In the first half of the book, you will be looking at the previous 2D shooter and improving it with a level editor. In the second half, you will be making a small 2D platformer that utilizes a texture shader and particle engine. You will also look at notable libraries (along with their GitHub links) to see their source code and what they do. We hope youll find this book useful for your programming endeavors.

Any source code or other supplementary material referenced by the author in this book is available to readers on GitHub via the books product page, located at www.apress.com/978-1-4842-7770-6. For more detailed information, please visit www.apress.com/source-code.

Acknowledgments

I have to thank the people on the MonoGame forums and Discord servers for providing their knowledge and help with this book. I wouldnt have been able to do it without their help.

Thanks also to my close friends and family who kept pushing me on to finish. I dont think I would have pulled through without their support.

Rami Morrar

Table of Contents
About the Authors
Louis Salin

has been a developer for more than 15 years in a wide variety of fields, developing on Windows in the early days in C, C++, and eventually C#. He also worked as a developer on Linux-based web applications using different scripting languages such as Ruby and Python. His early love for coding comes from all the time he spent as a kid copying video games written in Basic from books borrowed from the library. He wrote his first game in high school and took many classes in computer graphics.

Rami Morrar
is a self-taught game developer with a few years of development experience - photo 3
is a self-taught game developer with a few years of development experience under his belt. Morrar spent his days as a young kid hacking his Nintendo consoles with homebrew software. In his early adult years, he delved into languages mostly found in the family of C programming, such as C# and C++. He is a freelance technology writer who reviews games and writes tutorials on MonoGame. He is currently working on his own independent project in the framework as well.
About the Technical Reviewer
Andrey Talanin
is a fourth-year student getting a bachelors degree in software engineering at - photo 4
is a fourth-year student getting a bachelors degree in software engineering at Higher School of Economics, a public research university in the Russian Federation. He is a backend developer currently working with .NET Core, ASP.NET Core, and Transact SQL. He started playing around with C# at the age of 16. Nowadays Andrey is building a web developer career with C# as it is a perfect language for modern enterprise applications. Meanwhile, he is keeping an eye on some pet projects, many of which are games or game libraries created with the MonoGame framework (formerly Microsoft XNA).
The Author(s), under exclusive license to APress Media, LLC, part of Springer Nature 2022
L. Salin, R. Morrar Game Development with MonoGame https://doi.org/10.1007/978-1-4842-7771-3_1
1. Game Performance
Louis Salin
(1)
Cedar Park, TX, USA
(2)
San Leandro, CA, USA

The first step on your journey to turn a game concept into a fun and enjoyable game is to take a look at your game performance and improve it. Game performance should always be in the back of your mind as you develop your game. The reason for this is that a slow running game has a disastrous effect on the players enjoyment of the game. From skipped frames that hinder the players ability to aim a weapon and shoot enemies to game stuttering that makes the game unusable, bad game performance is something that should be avoided at all costs.

As your starting point, take the game developed in the MonoGame Mastery book, published by Apress. In that book, a game engine and core loop were created. In this book, youll take them to the next level. The code for that game is located here: https://github.com/Apress/monogame-mastery .

In this chapter, you will learn
  • How to measure game performance

  • How to handle skipped frames

  • How to managing memory using game object pools

Measuring Game Performance

In order to seamlessly detect movement in a series of images displayed on a screen, as in the case of animations or video games , the images must be displayed in succession at a pace that is rapid enough to fool the human eye. Any slower than that and the eye will have time to see each image on its own and fail to connect them together as a fluid animation . Think of flipbook animations , where each sheet of paper in the booklet has a single image. If you flip the pages in rapid succession, using your thumbs to control the speed, your brain will meld all the images together into the illusion of movement if the speed is fast enough. Each image in the flipbook is called a frame, and how fast those frames are displayed is measured in frames per second.

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