I will soon change my job to become an independant #Unity teacher and I will open a YouTube channel + insta + tiktok + twitch to show some #unity3d content like tutorials.
Do you think I also should open a Twitter account ?
@Fangh Why teach #Unity3d when the space is already overcrowded and the company is in the process of self imploding?
I'd personally be much more interested in niche tools like #monogame or anything open source really.
A lot of #unity devs I know are also jumping ship to #godotengine which is becoming very popular.
The time of unity being the top game engine is on the decline, I'd say.
I don't actually have time today to work on any side projects, but I thought I'd run through the basic setup steps for MonoGame aaaand
./bin/Debug/net6.0/MyGame
bash: ./bin/Debug/net6.0/MyGame: cannot execute: required file not found
... which required file ._. ???
I think this sort of thing means it tried to dynamically link something and failed. I run into this whenever I try to run loose builds of Linux games on #NixOS, but idk what to do about it.
I'm still stumped on how to get #MonoGame working on #NixOS, but thankfully I have another computer with a real operating system on it, so please enjoy this overwrought Hello World I made using MonoGame tonight:
I've made some progress on getting #MonoGame running on the hell distro! The surprise exit-without-error was a segfault (thanks strace!), which apparently was because #NixOS cleverly hid away udev, which is famously an optional component in all modern Linux distros. Now with that fixed, it simply cannot OpenGL:
"Unhandled exception. Microsoft.Xna.Framework.Graphics.NoSuitableGraphicsDeviceException: Failed to create graphics device!"
(fails somewhere in MonoGame.OpenGL.GL.LoadExtensions)
SteamInternal_SetMinidumpSteamID: Caching Steam ID: XXX [API loaded no]
Unhandled exception. System Exception: Callback dispatcher is not initialized at Program.Main()"
Preparing for the release involves a lot of bug fixing and playtesting. The game was too easy because there was a bug that prevented player from taking damage from some enemy attacks. Hopefully the game is now more balanced!
The 5th annual MonoGameJam is kicking off soon on the 30th of November 2023, which is by far one of the best ways to throw yourself into MonoGame and learn something new:
Does anyone have better solution for this?
I have XML files that I use to define my "gameobjects" and a parser class that reads the XML files and then creates correct components and state actions. It is working fine but only issue is that I need to have long switch case for all the actions. Is there way to make something that would scale better?
9 years ago, triumphantly holding up a #Xamarin monkey at the developer event they held at Atlanta.
That was the time I managed to corner Miguel de Icaza and convince him to white label #MonoGame libraries within the Xamarin runtime, making #Android and #iOS#gamedevelopment free for indies.
#OpenSource means you are never at the whim of a corporation, the code base can always be forked and continued, at the very least maintained.
#MonoGame is an open source game engine that emulates the old Microsoft XNA framework within open source Mono, meaning it can port to virtually anything.
This is also how #Unity does it. Which is why you use MonoBehaviour scripts and the Mono logo is right there in the Unity about window.
Holy shit. Back when I was in college, I was a very active member and developer for a #gamedev framework published by Microsoft called #XNA. After they shut down XNA, I moved to #Unity.
But apparently... XNA never died. It was reborn as the open source project #MonoGame. If this is half of what I'm remembering it is... it'll be amazing.
I can't believe I hadn't heard of this before today... Gonna try it out tonight.