Porting to Monogame

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Fixed alpha in spritebatch, turns out with xna 4 alpha has to be premultiplied (Color.White multiplied by opacity instead of white with set alpha channel).

I'm getting a weird bug after toggling shadows on, off or changing the shadow resolution. Looks like gas pipelines or something, but since we're not playing simcity it's going to need to be fixed. :p

upload_2014-5-27_16-16-25.png

For some reason, the shadows create a massive slowdown on monogame that I wasn't getting on XNA. (medium or high shadows throttles to 30fps) I'll need to look into that too, but in the final game shadows will be disabled by default.
 
HIT and the FSC player now use Microsoft.Xna.Framework.Audio instead of Bass.NET which should be a little cleaner - however we are still using Bass.NET for music. According to their website, Bass.NET is cross compatible and they have binaries available for other platforms like iOS, but I'm not sure if we should just drop it completely and implement music with MonoGame SoundEffects. (Song class isn't implemented yet)

note: it's probably also worth mentioning that MonoGame solves all of our minimizing problems as the graphics card is not reset upon reloading from minimized.
 
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And the heavens sing! Aside from the music part, this is wonderful! Can't wait for this to be merged in with the master branch.
 
OK, so apparently the depth shader is incredibly confused.
upload_2014-5-28_16-27-48.png
The right hand side of the screen is apparently somehow farther away than the left, which is pretty impressive considering I didn't change how the calculation works at all... Might be a bug with monogame or some mystery change in the co-ordinate system used by glsl.
 
Always so many questions... Yes, PD now uses OpenGL 3.0 as standard due to monogame. I mean this as in the projection of the world co-ordinates seems to be suddenly wrong, so something may have changed in how the matrix multiplication is handled or the matrix may be being sent incorrectly somehow.
 
I like how the only thing unaffected is the fish tank. Seems to becoming a stable in PD's world development.
The fish tank is on the dynamic layer, so it wasn't included in the z buffer shader test (uses a 1 output shader as no depth is needed)
 
Looking very interesting indeed.
When the game is ported to Monogame, it should be fairly easy to make a Linux version, shouldn't it?
 
It should, though we may need to set up alternative solutions for that... Haven't really looked into the specifics yet.
 
I love that you're considering making it linux compatible. I always wanted to play my Sims on linux :)
 
Distributing it would certainly need looking into.
So many different ways and so many different distros.
A simple tar.gz would work, but it's quite clunky and once you have it set up in something like AUR it requires minimal work to maintain.
 
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