<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>GameDev on Paul's Particles</title><link>https://paulstapel.com/categories/gamedev/</link><description>Recent content in GameDev on Paul's Particles</description><generator>Hugo -- gohugo.io</generator><language>en-us</language><lastBuildDate>Sun, 20 Jul 2025 15:33:42 +0200</lastBuildDate><atom:link href="https://paulstapel.com/categories/gamedev/index.xml" rel="self" type="application/rss+xml"/><item><title>Setting Up A (MonoGame) .NET Project</title><link>https://paulstapel.com/setting-up-monogame/</link><pubDate>Sun, 20 Jul 2025 15:33:42 +0200</pubDate><guid>https://paulstapel.com/setting-up-monogame/</guid><description>In the spirit of working on Game Development, I wanted to quickly share with you my current directory structure. Creating a good structure for your projects can be quite the task, as there are many ways to go about it. Besides that, there isn&amp;rsquo;t really any clear guidance to be found online (in my opinion). Therefore, I wanted to share my approach. It may not be perfect, but it works for me.</description></item><item><title>How to Manage Player Input - Part 2: Events</title><link>https://paulstapel.com/handling-user-input2/</link><pubDate>Sun, 06 Jul 2025 20:16:21 +0200</pubDate><guid>https://paulstapel.com/handling-user-input2/</guid><description>Here we are again, back with the second part of this 2-part series on input handling. Last time, we looked into how to use polling, commands and states to represent a lot of what can be done with inputs. Complex games, however, operate in a slightly different way. We will be looking at three ways to use events in our input handling, and how this can further elevate our engine.</description></item><item><title>How to Manage Player Input - Part 1: Polling</title><link>https://paulstapel.com/handling-user-input/</link><pubDate>Sun, 06 Jul 2025 12:10:42 +0200</pubDate><guid>https://paulstapel.com/handling-user-input/</guid><description>So I have slowly been working on a game lately, and I wanted to share some of the problems I face and my solutions to those problems. I find that a definitive guide to input handling was something I could not really find online, and although input handling can be done in simple ways, I&amp;rsquo;d like to make a system to make it more robust and extensible. I wanted to share my findings and opinions here, as I have found that there is not enough information about this topic online.</description></item></channel></rss>