MonoGame Mobile Development
Twenty-five chapters, twenty-five solutions, one shape
Each chapter is a single page and matches the solution of the same number
under src/ChapterNN in the
book's repository.
| Chapter | Subtitle |
|---|---|
| Chapter 1: Project Architecture | One core library, one shared game, two native heads |
| Chapter 2: Why Desktop First | Iterate on the desktop, verify on the device |
| Chapter 3: The Content Pipeline | From a source file to a loadable asset |
| Chapter 4: The Game Loop | Fixed steps, variable draws, and the spiral of death |
| Chapter 5: Virtual Resolution | Lay out once, letterbox onto every device |
| Chapter 6: Touch Input | Taps, drags and swipes from raw touch points |
| Chapter 7: Game Objects | One update rule, many things obeying it |
| Chapter 8: Player Movement | Following a finger without feeling glued to it |
| Chapter 9: The Alien Formation | One marching block, not forty independent aliens |
| Chapter 10: Collision Detection | Boxes, broad phase, and the bullet that tunnels |
| Chapter 11: Waves, Lives and States | A transition table beats a pile of booleans |
| Chapter 12: SFX and Sound | Laser, explosions and the march, driven by game events |
| Chapter 13: The Highscore Table | Top six names and scores, strobing text, kept between launches |
| Chapter 14: Mobile Polish | Particles, shake and easing, on a budget |
| Chapter 15: The Board Model | 81 cells, and the arithmetic that makes them a grid |
| Chapter 16: Validation | Peers, candidates and honest conflict reporting |
| Chapter 17: Puzzle Generation | Fill a solution, then take clues away carefully |
| Chapter 18: The Touch UI | Notes, undo and targets a thumb can actually hit |
| Chapter 19: The Solver | Backtracking you can watch, one step per frame |
| Chapter 20: Saving the Game | Atomic writes, versioned files, and a real device path |
| Chapter 21: Testing the Rules | The Core project is testable because it is boring |
| Chapter 22: Performance | Measure the frame, then find what allocates |
| Chapter 23: Publishing to Android | From a debug APK to a signed bundle Play will take |
| Chapter 24: Publishing to iOS | The signing chain, and the parts of it you cannot fake |
| Chapter 25: The Release Gate | One gate over both stores, and what it refuses to let through |