using GREngine;
Contraband Software's very own custom game engine, built on top of the reliable MonoGame framework. Simple and ready for game jams!
From Contraband Software.
This is a .NET Core 6.0 MonoGame Game Library, so you will need both of those things installed. Also Git.
- .NET Core 6.0 Make sure to install the SDK, which also contains the runtime.
- MonoGame / XNA, with full shader compiler setup if you're on Linux or macOS
You will need to create a MonoGame Desktop GL CSharp project for your game.
- Clone this repository
- Run
BUILD_NUPKG.sh
(BUILD_NUPKG.bat
if you use Windows) to generate a local nuget package + feed- You may need to run
chmod +x ./BUILD_NUPKG.sh
on Linux to allow it to run - The generated
./Build/
folder will contain a.nupkg
file you'd want to copy and store in your project's external libs folder
- You may need to run
- From your game project, add that local nuget package as a reference
dotnet add package software.contraband.GREngine -s "<directory containing the .nupkg file>"
To get started immediately, create your game project in a sister folder to the repo
dotnet add package software.contraband.GREngine -s "../GreenRockEngine/Build/"
- Start game dev!
Currently a working progress: the Scripting API Reference
./GameDemo1
gives a good demonstration of how to build a game with this library. It makes use a large use of shaders, they can be learnt about in Monogame's Custom Effects documentation. The engine also provides a number of preset attributes to all effects, which can be read about in the GREngine.Core.PebbleRenderer package.
- It is important to note that this demo project depends on the
D3 Digitalism
andArial
(Microsoft) fonts being present on your system.