Dominique Louis 5a1fb288f4 Ensure all Core files have PreserveAsset set to all. 4 kuukautta sitten
..
.config 787aa50223 History Reset and Projects updated to SDK and MG 3.8.* 4 kuukautta sitten
.vscode 787aa50223 History Reset and Projects updated to SDK and MG 3.8.* 4 kuukautta sitten
Core 5a1fb288f4 Ensure all Core files have PreserveAsset set to all. 4 kuukautta sitten
Platform 787aa50223 History Reset and Projects updated to SDK and MG 3.8.* 4 kuukautta sitten
Processor 787aa50223 History Reset and Projects updated to SDK and MG 3.8.* 4 kuukautta sitten
README.md 787aa50223 History Reset and Projects updated to SDK and MG 3.8.* 4 kuukautta sitten
SpriteEffects.sln 787aa50223 History Reset and Projects updated to SDK and MG 3.8.* 4 kuukautta sitten

README.md

SpriteEffects MonoGame Sample

This project demonstrates advanced sprite effects using MonoGame 3.8.* and .NET 8.0 for Windows, DesktopGL, Android, and iOS platforms.

Project Structure

  • Core/ — Shared game logic (SpriteEffectsGame), content, and effects
  • Platform/
    • Windows/ — Windows-specific entry point and project
    • DesktopGL/ — DesktopGL-specific entry point and project
    • Android/ — Android entry point, manifest, and project
    • iOS/ — iOS entry point, Info.plist, and project
  • Processor/ — Custom content pipeline processors (e.g., NormalMapProcessor, TexturePlusAlphaProcessor)
  • Content/ — Prebuilt .xnb assets and effect files (e.g., images, .fx shaders)

Building and Running

Prerequisites

  • .NET 8.0 SDK
  • MonoGame 3.8.* NuGet packages (restored automatically)
  • Visual Studio 2022+ or VSCode (with C# Dev Kit recommended)

Windows

  • Open SpriteEffects.sln in Visual Studio and set SpriteEffects.Windows as startup.
  • Or, in VSCode, use the provided tasks/launch configurations to build and run.

DesktopGL

  • Open SpriteEffects.sln and set SpriteEffects.DesktopGL as startup.
  • Or, in VSCode, use the provided tasks/launch configurations.

Android/iOS

  • Open the solution in Visual Studio 2022+ (Windows: Android, Mac: iOS) and deploy to device/emulator.

Notes

  • No Content.mgcb file is used; .xnb files are loaded directly from the Content folder.
  • Platform-specific code is isolated to minimize #if/#endif usage.