
r/monogame

I built a new fast and portable texture atlas builder with a LibGDX exporter
Hey everyone, I was building this tool for my internal use, and thought I would spin it off as a full tool and sell it in case it was useful for anyone else. I wanted something extremely fast and with good CLI integration, and something very portable as well. So that's what I built, in Zig with a Dear ImGui interface.
I am mostly focusing on code-first environments right now, like LibGDX. This is the exporter I use for my own projects in Haxe/Heaps.io, as it uses the LibGDX format.
https://clydegames.itch.io/packrat
Anyway, thanks for checking it out. Let me know what you think.
Extended or not?
Hi everyone, I'm new on game development world.
When I had to choose which framework to use I decided to use Monogame, because it allows you to see what's under the hood, I'm a software developer from 14 years and I was understand it's the best way to learn anything.
But when I went deep to this framework I discover the existense of MonoGame.Extended, and the first question I asked myself was:
With or without Extended library?
Thanks in advance
Luca
Solo dev here — WIREHAWK is my vector arcade shooter where the ship follows your mouse 1:1, no delay
https://reddit.com/link/1vt0zc6/video/3018z2r1pekh1/player
Hi everyone! Solo dev here. WIREHAWK is a top-down vector arcade shooter built in C#/MonoGame.
It started with a simple itch: I wanted a shooter where the ship follows the mouse instantly, 1:1, no delay. Nothing felt right, so I built my own. The whole game is playable with one hand on the mouse (controller supported too).
What makes it different:
- Wireframe vector visuals — I'm not an artist, so I leaned into a pure vector look. It became the game's identity.
- No pattern memorization — enemies spawn dynamically with their own behaviors. You react, you don't memorize waves.
- Score chasing — multipliers up to ×20, global leaderboards, and an achievement for beating the game without dying.
Demo is coming to Steam Next Fest in October.
A wishlist helps a solo dev more than you'd guess: Wirehawk on Steam
Happy to answer anything about the tech or MonoGame!
TOMORROW is our 23rd "Open Hours" AMA!
When: Wednesday 19th of August, @ 12:00 EDT, 17:00 UTC+1/BST, 18:00 CEST
Watch on:
YT: https://www.youtube.com/@MonoGame/streams
TW: https://www.twitch.tv/monogame
FB: https://www.facebook.com/monogamecommunity/live_videos
See you there!
#indiegamedev #gamedev #gamedevelopment #stream
Our Beginner 3D Tutorial is now available
The MG Team is pleased to announce that after the success of our Beginner 2D Tutorial, the first 6 chapters of our Beginner 3D Tutorial is now available - https://monogame.net/blog/2026-08-17-beginner-3d-tutorial/ . The tutorial takes you through the basics of building the #Nintendo 64 classic game #StarFox64!
2d Physics?
Is Velcro the best choice for physics? Making a 2d platformer so need gravity, collisions detection.. that sort of stuff nothing fancy.
My first game, made in Monogame, releases today!
My game 100FRIENDS releases today! It's a turn-based roguelite game about collecting 100 friends and launching them at your enemies!
I had a lovely time working with Monogame, and hope you enjoy the game!
Check it out here: https://store.steampowered.com/app/4214610/100FRIENDS/
Monogame genuinely scares me, but I also want to best learn how to program
I have had an interest an game dev for a while, and have been interested in many different engines, but I didn't like how engines like godot seemed a little too hand-holdy, while other engines like gamemaker didn't you c# at all, as it was a language I wanted to learn, so i looked to monogame.
Monogame scares me, because while it grant you incredible freedom, I dont want to have to build a full fledged engine just to make a game. However, I do recognize that it would give me lots of practice with learning how to use programming languages to solve problems, even if there's barely anything there to build off of in the first place. Ultimately, I would like to know your experience with monogame, and wether or not so.eone likee should go for it.
Thank you!!!!
Is there a way to draw raw pixels on the screen? I'm trying to implement hitboxes with toggleable visibility in my game but I don't want to have to add in a hitbox texture every time I make a new project.
reddit.comWhat is the best way to run a game at an uncapped frame rate consistently, and is it worth trying to implement?
Quick question:
I'm building an action game, so I think it could benefit from running above 60fps. I know that there is the IsFixedTimeStep property, which to my knowledge locks the Update() and Draw() methods to the specified TargetElapsedTime when true. There is also SynchronizeWithVerticalRetrace, which disables VSync on the graphics device. I'm not exactly sure how it work internally, other than the fact that it caps the frame rate to the monitor.
Anyway, let's say I want to my game to play at a high or variable refresh rate. If I disable IsFixedTimeStep, wouldn't this now mean that game logic is tied to frame rate? In other words, if I want to do something at a fixed interval, it will now run faster if your computer is running the game at a higher frame rate.
What is the best way to manage game logic if you want to run the game at a higher frame rate? Of course, there is delta time logic, but that's more for the space between each frame, not the number of frames themselves, please correct me if I'm wrong. So far, my best idea is to create a fixed update from within update using time elapsed and using that for logic, but I didn't really think it through that much, maybe this is a haphazard approach.
Is this even worth trying to do, or is it easier to simply target 60fps and call it good enough?
Interested to hear your input, thanks.