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Advanced Game Engine Development with MonoGame and C#

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Published 2/2026
Created by Ramey Devs
MP4 | Video: h264, 1920×1080 | Audio: AAC, 44.1 KHz, 2 Ch
Level: Intermediate | Genre: eLearning | Language: English | Duration: 26 Lectures ( 5h 1m ) | Size: 4.3 GB

Expand your MonoGame engine with tilemaps, UI systems, weather effects, and scalable architecture for building real 2D g

What you’ll learn
✓ Expand your MonoGame engine with advanced systems like tilemaps, UI, weather effects, and improved architecture for building real 2D games.
✓ Organize and structure a reusable game engine so you can start new game projects faster and scale your code cleanly.
✓ Implement practical engine features used in real projects, including rendering workflows, input handling, and gameplay systems.
✓ Understand how to grow a basic framework into a more complete and reusable game engine you can continue using after the course.

Requirements
● Students should have completed my first course, “Game Engine Development with MonoGame and C#,” and have equivalent experience with MonoGame and C#.

Description
This course is the advanced continuation of my first course, Game Engine Development with MonoGame and C#.

If you haven’t completed the foundation course yet, I strongly recommend starting there before taking this one.

In this course, we continue building a custom 2D game engine using MonoGame and C#, expanding the foundation into a more complete and reusable engine you can use for real projects.

If the first course focused on building the core framework, this course is where we start turning that framework into something that feels like a real engine.

You’ll learn how to expand your existing project with more advanced systems, cleaner architecture, and practical features used in real 2D games.

Everything in this course is built step-by-step inside a working project so you can follow along and grow your engine alongside mine.

We’ll continue expanding the engine with systems like

• Tilemap rendering and world structure

• UI systems for dialogs and menus

• Weather and visual effects

• Improved project organization

• Reusable architecture for future games

• Gameplay features running inside the engine

By the end, you’ll have a more complete engine you can keep using and expanding for your own games.
Why This Course Exists

Most tutorials stop after showing how to render sprites or move a character.
This course goes further by focusing on how real projects grow over time.

You’ll learn how to structure your code so your engine stays manageable as it gets larger and more feature-rich.

The goal isn’t just to add features — it’s to help you build something you can continue using long after the course ends.

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