Publisher: Apress Publishing
Author: Group of authors
File: eBook PDF
Build a Multi-Platform 2D Game and Reusable Game Engine
MonoGame at its highest level is a C# Framework that provides the developer with a canvas to quickly create the game of their dreams. MonoGame is open source (Microsoft public license) and royalty free (over 1000 games have been published in various stores). This book is for beginner game developers who want to create a 2D game. Free game assets for sound, music, textures and sprites (all created by yours truly) will be provided, allowing you to focus on the programming and architecture components of game development without worrying about how to launch game assets.
Jarred Capellman has been professionally developing software for over 13 years and is a Director of Engineering at SparkCognition in Austin, Texas. He started making QBasic text-based games when he was nine years old. He learned C++ a few years later before studying OpenGL with the eventual goal of entering the gaming industry. Though his goal of professionally developing games didn’t come to fruition, he continued deep diving into frameworks such as MonoGame, Vulkan, and DirectX as an important part of his free time. When not programming, he enjoys writing music and is working on his DSc in Cybersecurity, focusing on applying Machine Learning to security threats.
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# before working as a developer on Linux-based web applications using different scripting languages, such as Ruby or 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.
Table of contents
Chapter 1: Introduction
Chapter 2: Configuring the Dev Environment
Chapter 3: MonoGame Architecture
Chapter 4: Planning Your Game Engine
Chapter 5: Asset Pipeline
Chapter 6: Input
Chapter 7: Audio
Chapter 8: Particles
Chapter 9: Collision Detection
Chapter 10: Animations and Text
Chapter 11: Level Design