MonoGame.Framework.Portable
3.7.1.189
dotnet add package MonoGame.Framework.Portable --version 3.7.1.189
NuGet\Install-Package MonoGame.Framework.Portable -Version 3.7.1.189
<PackageReference Include="MonoGame.Framework.Portable" Version="3.7.1.189" />
paket add MonoGame.Framework.Portable --version 3.7.1.189
#r "nuget: MonoGame.Framework.Portable, 3.7.1.189"
// Install MonoGame.Framework.Portable as a Cake Addin #addin nuget:?package=MonoGame.Framework.Portable&version=3.7.1.189 // Install MonoGame.Framework.Portable as a Cake Tool #tool nuget:?package=MonoGame.Framework.Portable&version=3.7.1.189
MonoGame is an open source implementation of the Microsoft XNA 4.x Framework. The goal is to make it easy for XNA developers to create cross-platform games with extremely high code reuse.
This package provides the bait-and-switch PCL build of MonoGame Framework.
Learn more about Target Frameworks and .NET Standard.
This package has no dependencies.
NuGet packages (30)
Showing the top 5 NuGet packages that depend on MonoGame.Framework.Portable:
Package | Downloads |
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NeutrinoParticles.MonoGame
MonoGame extension for NeutrinoParticles. |
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BloomEffectRenderer
If you want to add a nice bloom-effect to your game, this library will help you. It's a portable library, so it will work with all MG flavors and it is pretty simple to use. Just create a BloomEffectRenderer in your game, hook it up (Initialize and UnloadContent) and tell it to render the effect at the appropriate point in your draw-method. Pass it a RenderTarget (source) where you've drawn all your stuff in, and a second one (target) where the output will be rendered to. If you pass 'null' as the target RenderTarget then it will draw directly to the backbuffer. |
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InputStateManager
A helper PCL (InputStateManager) for MonoGame useful for querying keyboard, mouse, touch and gamepad inputs. Currently it provides convenience-methods in a fluent manner for: - Keyboard (Key) Sub-context for 'Is' and 'Was', helper functions for 'Any-ALT (...SHIFT, CTRL)' and NumLock and CapsLock. - Mouse (Mouse) Sub-context for 'Is' and 'Was' and delta-functions for mouse-wheel, position, etc... - GamePad (Pad) Sub-context for 'Is' and 'Was' and for 'DPad', 'Triggers' and 'ThumbSticks'. - TouchPanel (Touch) Sub-context for 'Is' and 'Was'. Currently only exposes TouchCollections. It is a PCL so you should be able to use it in any MG project. |
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SpriterDotNet.MonoGame
SpriterDotNet MonoGame implementation. |
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Darkgaja.Marked.Xna
Just another UI Framework for MonoGame |
GitHub repositories (15)
Showing the top 5 popular GitHub repositories that depend on MonoGame.Framework.Portable:
Repository | Stars |
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prime31/Nez
Nez is a free 2D focused framework that works with MonoGame and FNA
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xamarin/ios-samples
Xamarin.iOS sample apps
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riperiperi/FreeSO
Re-implementation of The Sims Online.
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MaKiPL/OpenVIII-monogame
Open source Final Fantasy VIII engine implementation in C# working on Windows and Linux (Android and iOS planned too!) [Monogame]
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Robmaister/SharpNav
Advanced Pathfinding for C#
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Version | Downloads | Last updated |
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