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Copy file name to clipboardExpand all lines: articles/getting_started/2_choosing_your_ide_vscode.md
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@@ -78,9 +78,9 @@ The official Microsoft version includes proprietary features like settings sync,
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## Setting up VS Code for development with MonoGame
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1. Open Visual Studio Code
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1. Open up its terminal window (`Ctrl` + `````)
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1. Run the following command to install MonoGame Templates
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1. Open Visual Studio Code.
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1. Open up its terminal window (`Ctrl` + `````).
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1. Run the following command to install MonoGame Templates:
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```sh
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dotnet new install MonoGame.Templates.CSharp
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## Creating a new MonoGame project
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1. Open up an empty folder in Visual Studio Code
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2. Open up its terminal window (`Ctrl` + `````)
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1. Open up an empty folder in Visual Studio Code.
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2. Open up its terminal window (`Ctrl` + `````).
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3. Run the following command to create an empty project for desktop platforms:
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```sh
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dotnet new mgdesktopgl
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```
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4. Once the files are created, open up the `Game1.cs` file and wait a second for the C# extension to load
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4. Once the files are created, open up the `Game1.cs` file and wait a second for the C# extension to load.
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5. You can now press F5, selectC# and then your projects name if Visual Studio Code asks you, and it should start up your brand new game!
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## Update Project Tool references
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Once you have created your project you should run the following terminal/command-line command to ensure the tool (and the pipeline) is setup and readfor your project:
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```dotnetcli
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dotnet tool restore
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dotnet tool restore
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```
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> [!NOTE]
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> If you ever change the version of the tools or want to upgrade them by editing the `dotnet-tools.json` configuration, you MUST run this command again to update te tools.
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> If you ever change the version of the tools or want to upgrade them by editing the `dotnet-tools.json` configuration, you MUST run this command again to update the tools.
Copy file name to clipboardExpand all lines: articles/getting_started/tools/mgcb_editor.md
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```
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> [!NOTE]
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> You will need to buid the project at least once in order for the .NET system to download and register the tool with your project utilizing the `dotnet-tools.json` configuration file located in the `.config` folder, or use the `dotnet tool restore` command shown below.
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> You will need to build the project at least once in order for the .NET system to download and register the tool with your project utilizing the `dotnet-tools.json` configuration file located in the `.config` folder, or use the `dotnet tool restore` command shown below.
Welcome to the advanced 2D shaders tutorial! The goal of this series is to explore several concepts in MonoGame's 2D graphics capabilities, specifically with respect to shaders.
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## The Starting Code
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This tutorial series builds directly on top of the final code from the [Building 2D Games](https://docs.monogame.net/articles/tutorials/building_2d_games/index.html) tutorial. It is essential that you start with this project.
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> [!note]
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> You can get the complete starting source code for this tutorial here:
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> [Chapter 27 source code from Building 2D Games tutorial](https://github.com/MonoGame/MonoGame.Samples/tree/3.8.4/Tutorials/learn-monogame-2d/src/27-Conclusion/)
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Once you have the code downloaded, open it in your IDE and run the `DungeonSlime` project to make sure everything is working correctly. You should see the title screen from the previous tutorial.
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## Project Structure
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The solution is currently organized into two main projects:
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-**`DungeonSlime`**: The main game project. This contains our game logic and game-specific content.
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-**`MonoGameLibrary`**: Our reusable class library. We will be adding new, generic helper classes here that could be used in any of your future MonoGame projects.
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Most of our shader files (`.fx`) will be created in the `Content/effects` folder within the `DungeonSlime` project to start, and later within the `MonoGameLibrary` for shared effects.
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## What is Next
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Now that our project is set up, we can get to work. The focus for the first several chapters will be to create a workflow for developing shaders in MonoGame. Once we have a hot-reload system, a class to manage the effects, and a debug UI ready, we will carry on and build up 5 effects. The effects will range from simple pixel shaders and vertex shaders up to rendering techniques. As we develop these shaders together, we will build an intuition for how to tackle shader development.
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Continue to the next chapter, [Chapter 02: Hot Reload](../02_hot_reload/index.md).
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