Writing Cross Platform Games with MonoGame and .NET
summary
Shows how MonoGame and .NET are used to build a small 2D engine (ExoGame2D) with a working duck attack recreation and a Conway's Game of Life tribute, using the MonoGame asset pipeline, render layers and a scene graph. Engine targets a virtual 1080p projection mapped to any fullscreen resolution, aims for ~60 FPS, uses bounding-box then pixel‑perfect collision, simple channeled messaging for entity events, sprite animation (linear and ping‑pong) and mouse/controller input; all code is MIT on GitHub.
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chapters (16)
- 0:00Introduction
- 5:59From finance to game dev
- 11:56Why MonoGame over Unity/Unreal
- 15:23MonoGame project setup
- 17:31Managing game assets
- 18:54Game loop and state
- 20:58View projection scaling
- 21:41Sprites and animations
- 23:29Input handling
- 23:50Collision detection
- 25:34Scene management
- 29:04Entity messaging
- 32:35Future projects
- 35:21Coding for fun
- 36:05Engine codebase
- 40:42Summary
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