A Geometry Wars clone to learn the MonoGame framework and C# in general following the tutorial:
Follow the Something Random youtube channel for development updates:
A Geometry Wars clone to learn the MonoGame framework and C# in general following the tutorial: https://gamedevelopment.tutsplus.com/tutorials/make-a-neon-vector-shooter-in-xna-basic-gameplay--gamedev-9859
License: GNU General Public License v3.0
A Geometry Wars clone to learn the MonoGame framework and C# in general following the tutorial:
Follow the Something Random youtube channel for development updates:
In order to properly implement variable step frame rates we need to apply time modifiers to any acceleration applied to objects this occurs in:
Enemy > handle collision
Enemy > followplayer
Enemy > Move randomly
once the enemy spawner class has been created, and implemented into the update loop we will gain access to the gametime object where we can implement this fix
There is a bug in MonoGame that results in the game waiting for the mouse to stop moving before updating the keyboard input which slows down the whole game in UWP projects. This has been fixed in 3.6.1 of MonoGame but the project is currently using 3.6.
Fix: MonoGame/MonoGame#5520
Related issue: MonoGame/MonoGame#5300
Solution is to update to MonoGame 3.6.1 when it is released or use the latest development version of MonoGame.
Just for the sake of good practice, consider destroying any entity objects that have and IsExpired of true rather than leaving it to the C# run time to handle.
entities = entities.Where(entity => entity.IsExpired == false).ToList();
at the moment they are just removed from the entities list and left to the run time to be cleaned up automagically.
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