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Monogame for visual studio 2019
Monogame for visual studio 2019












  1. MONOGAME FOR VISUAL STUDIO 2019 HOW TO
  2. MONOGAME FOR VISUAL STUDIO 2019 UPDATE
  3. MONOGAME FOR VISUAL STUDIO 2019 FULL
  4. MONOGAME FOR VISUAL STUDIO 2019 CODE

MONOGAME FOR VISUAL STUDIO 2019 CODE

I put the above code in my Game1.cs file. _camera = new StaticCamera(GraphicsDevice, 60, 1, 200, new Vector3(1, -10, 0), Vector3.Zero) This is pretty much all for a simple static camera using the MonoGame framework. To get the ProjectionMatrix we use the Matrix.CreatePerspectiveFieldOfView function that takes the field of view, aspect ration and near/far planes. To get the ViewMatrix we use the Matrix.CreateLookAt function that takes Position, Direction and an up vector We calculate the radians of the camera lense by multiplying the field of view degrees with 0.01745.Īfter that we figure out the direction that the camera points at by subtracting the camera location from the target and normalizing the result. The second constructor takes also the position and target to look at. The first constructor creates a camera located at coordinates (0, 0, 0) looking inward (0, -1, 0) we will only want to render objects that are between those two distances from the camera. screen resolution/window size)Īlso, we want to specify the lense angle in degrees. We have two constructors, the first one takes a GraphicsDevice reference that we need to figure out what resolution and especially what aspect ration our current view port has. ProjectionMatrix = Matrix.CreatePerspectiveFieldOfView( ViewMatrix = Matrix.CreateLookAt(Position, Direction, Vector3.Up) Public StaticCamera(GraphicsDevice graphicsDevice, float fieldOfViewDegrees, float nearPlane, float farPlane, Vector3 position, Vector3 target)įieldOfView = fieldOfViewDegrees * 0.0174532925f ĭirection = Vector3.Normalize(target - position) : this(graphicsDevice, fieldOfViewDegrees, nearPlane, farPlane, Vector3.Zero, -Vector3.UnitZ) Public StaticCamera(GraphicsDevice graphicsDevice, float fieldOfViewDegrees, float nearPlane, float farPlane) We want our camera to have a Position in in the game world and a Direction. Useful for some scenarios and a good stepping point for creating more advanced camera classes.

monogame for visual studio 2019

you place it at a position and point it towards something interesting and it will look at that position until you remove the camera. Next we look at the actual StaticCamera, a camera that once created will remain static in the world.

monogame for visual studio 2019

GameTime is provided by MonoGame and contains two timespans, time since game start and time since last frame.

MONOGAME FOR VISUAL STUDIO 2019 UPDATE

We want our cameras to expose their View and Projection matrices as they will be used to integrate the camera with MonoGame BasicEffect.Īlso, as we will be using this interface with all of our cameras we may want to update it in each frame, hence the Update(GameTime gametTime) method. Let's start to look at the interface that we would want to use with out cameras.

MONOGAME FOR VISUAL STUDIO 2019 HOW TO

Here I thought that I would share a basic static camera class and its usage as it took some time for me to understand how to get it working together with the BasicEffect class provided by MonoGame. Lately I found MonoGame and started to experiment with it, turns out that it has much of the stuff that I want to use so I ended up writing some stuff with it.

MONOGAME FOR VISUAL STUDIO 2019 FULL

Since then my life has been quite full of stuff happening so I never got around to look at lightning or other stuff to make sure that I would end up with a working engine. Some of you may have noticed my series on openGL with openTK in C# that I wrote some years ago.














Monogame for visual studio 2019