This category of tutorials covers some of the more advanced things that you can do in MonoGame that don’t specifically fall under another category. (For instance, MGFX and shaders are an advanced component of MonoGame, but they are covered in their own category.) The tutorials here assume that you have done quite a bit with the 2D and 3D tutorials, but each tutorial states what it expects you to know in advance, and links to the tutorials that you should go through in case you haven’t done them yet.
The Game Loop
3 Oct 2021
The first tutorial on general game architecture, this tutorial discusses the game loop design pattern and describes how MonoGame implements it. Nearly every game will use a game loop as a part of the underlying architecture for the game. XNA gives this to you for free, but in upcoming tutorials, we’re going to learn how to fine-tune this. Because of that, it will be worth taking the time to understand how the game loop works.
GameTime
: A Game’s Heartbeat
3 Oct 2021
This tutorial covers some details about the GameTime
class and TimeSpan
struct, which are used to provide you with important information about the timing of the game loop.
This will be helpful to understand, before we get into how to customize and control the game loop in our game.
Time Steps
3 Oct 2021
This tutorial covers how to control the timing of the game loop, including choosing between fixed and variable time steps (frame rates), selecting the time for a fixed time step, and how to manage the code changes needed to take advantage of a variable time step.
Cracking the GameTime
Problem
3 Oct 2021
This tutorial covers some details about the GameTime
class and TimeSpan
struct, which are used to provide you with important information about the timing of the game loop.
This will be helpful to understand, before we get into how to customize and control the game loop in our game.