# UseCustomVertex MonoGame Sample This project demonstrates the use of custom vertex types in MonoGame 3.8.* across multiple platforms. ## Supported Platforms - Windows (DirectX) - DesktopGL - Android - iOS ## Project Structure - `Core/` — Shared game logic, custom vertex types, and assets - `Core/Content/` — Pre-built .xnb and image assets (used directly, no Content.mgcb) - `Platforms/Windows/` — Windows-specific entry point (`Program.cs`) and project - `Platforms/DesktopGL/` — DesktopGL-specific entry point (`Program.cs`) and project - `Platforms/Android/` — Android-specific entry point (`MainActivity.cs`), manifest, and project - `Platforms/iOS/` — iOS-specific entry point (`Program.cs`), Info.plist, and project All platform projects reference the shared code in `Core/`. Platform-specific code and entry points are isolated in their respective directories. ## Building and Running ### Prerequisites - .NET 8.0 SDK or later - MonoGame 3.8.* NuGet packages (restored automatically) - Visual Studio 2022+ or VSCode (with C# Dev Kit recommended) ### Windows & DesktopGL - Open the solution (`UseCustomVertex.sln`) in Visual Studio and select the desired platform project. - Or, in VSCode, use the provided tasks/launch configurations to build and run Windows or DesktopGL. ### Android & iOS - Open the solution in Visual Studio 2022+ (Windows: Android, Mac: Android/iOS). - Ensure Xamarin/MAUI workloads are installed for mobile targets. ## Notes - All shared code is in `Core/` and referenced by each platform project. - Platform-specific code and entry points are in their respective directories. - No Content.mgcb is used; .xnb files are loaded directly.