Beginner
Getting Started
Install .NET and the MonoGame templates, scaffold mgdesktop projects, and run your first build.
Guides
Comprehensive tutorials crafted by the MonoGame community, organised from beginner to advanced across 2D, 3D, platform setup, architecture, and more.
Beginner
Install .NET and the MonoGame templates, scaffold mgdesktop projects, and run your first build.
Beginner
Master the MGCB Editor, load textures, fonts, audio, models, and build custom importers and processors.
Reference
Set up MonoGame for Windows, Linux, macOS, Android, iOS, and consoles with cross-platform code management.
From drawing your first sprite to building particle systems, lighting, physics, and ECS architecture.
Beginner
Sprites, keyboard and gamepad input, sprite sheet animation, SpriteFont text, audio, and screen resolution scaling.
Intermediate
Tilemaps, 2D camera, collision detection, game states, HUD and menus, audio management, and scene transitions.
Advanced
Particle systems, 2D lighting, platformer physics, ECS architecture, A* pathfinding, spatial hashing, and custom shaders.
From 3D primitives to full scenes with terrain, skyboxes, shadow mapping, and deferred rendering.
Beginner
3D coordinate system, coloured primitives, textured cubes, loading models, and first-person cameras.
Intermediate
BasicEffect lighting, heightmap terrain, skybox rendering, billboards, bounding volume collision, and 3D audio.
Advanced
Custom HLSL shaders, normal mapping, shadow mapping, instanced rendering, deferred rendering, and post-processing.
Patterns, debugging, multiplayer, and shipping your game to the world.
Intermediate
Scene management, state machines, ECS, component patterns, service locator, event bus, and object pooling.
All levels
Debug overlays, logging, Visual Studio tips, profiling, common errors, graphics debugging, and hot reload.
Intermediate
Local multiplayer, split-screen, TCP/UDP sockets, client-server architecture, and lag compensation.
All levels
Build pipelines, self-contained publish, Steam, itch.io, mobile app stores, and release checklists.
Advanced
SpriteBatch optimisation, custom shaders, multi-threading, and cross-platform conditionals.
Reference
Curated snippets for sprites, input, tilemaps, HUDs, particle systems, pathfinding, and more.