MonoGame.Framework.Portable 3.7.1.189

The owner has unlisted this package. This could mean that the package is deprecated, has security vulnerabilities or shouldn't be used anymore.
dotnet add package MonoGame.Framework.Portable --version 3.7.1.189                
NuGet\Install-Package MonoGame.Framework.Portable -Version 3.7.1.189                
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="MonoGame.Framework.Portable" Version="3.7.1.189" />                
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add MonoGame.Framework.Portable --version 3.7.1.189                
#r "nuget: MonoGame.Framework.Portable, 3.7.1.189"                
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install MonoGame.Framework.Portable as a Cake Addin
#addin nuget:?package=MonoGame.Framework.Portable&version=3.7.1.189

// Install MonoGame.Framework.Portable as a Cake Tool
#tool nuget:?package=MonoGame.Framework.Portable&version=3.7.1.189                

MonoGame is an open source implementation of the Microsoft XNA 4.x Framework. The goal is to make it easy for XNA developers to create cross-platform games with extremely high code reuse.

This package provides the bait-and-switch PCL build of MonoGame Framework.

There are no supported framework assets in this package.

Learn more about Target Frameworks and .NET Standard.

This package has no dependencies.

NuGet packages (30)

Showing the top 5 NuGet packages that depend on MonoGame.Framework.Portable:

Package Downloads
NeutrinoParticles.MonoGame

MonoGame extension for NeutrinoParticles.

BloomEffectRenderer

If you want to add a nice bloom-effect to your game, this library will help you. It's a portable library, so it will work with all MG flavors and it is pretty simple to use. Just create a BloomEffectRenderer in your game, hook it up (Initialize and UnloadContent) and tell it to render the effect at the appropriate point in your draw-method. Pass it a RenderTarget (source) where you've drawn all your stuff in, and a second one (target) where the output will be rendered to. If you pass 'null' as the target RenderTarget then it will draw directly to the backbuffer.

InputStateManager

A helper PCL (InputStateManager) for MonoGame useful for querying keyboard, mouse, touch and gamepad inputs. Currently it provides convenience-methods in a fluent manner for: - Keyboard (Key) Sub-context for 'Is' and 'Was', helper functions for 'Any-ALT (...SHIFT, CTRL)' and NumLock and CapsLock. - Mouse (Mouse) Sub-context for 'Is' and 'Was' and delta-functions for mouse-wheel, position, etc... - GamePad (Pad) Sub-context for 'Is' and 'Was' and for 'DPad', 'Triggers' and 'ThumbSticks'. - TouchPanel (Touch) Sub-context for 'Is' and 'Was'. Currently only exposes TouchCollections. It is a PCL so you should be able to use it in any MG project.

SpriterDotNet.MonoGame

SpriterDotNet MonoGame implementation.

Darkgaja.Marked.Xna

Just another UI Framework for MonoGame

GitHub repositories

This package is not used by any popular GitHub repositories.

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