<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Csharp on Sven's Dev Journal</title><link>https://shendriks.dev/tags/csharp/</link><description>Recent content in Csharp on Sven's Dev Journal</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Fri, 09 Jan 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://shendriks.dev/tags/csharp/index.xml" rel="self" type="application/rss+xml"/><item><title>Loosely Coupled Game Architecture with Events and Commands</title><link>https://shendriks.dev/posts/2025-05-10-loosely-coupled-game-architecture-with-events-and-commands/</link><pubDate>Sat, 10 May 2025 00:00:00 +0000</pubDate><guid>https://shendriks.dev/posts/2025-05-10-loosely-coupled-game-architecture-with-events-and-commands/</guid><description>This article introduces events and commands as a way to decouple game components. A (very) basic space shooter example illustrates how the pattern can be applied in practice.</description></item><item><title>Framework-independent Game Logic with Hexagonal Architecture</title><link>https://shendriks.dev/posts/2024-12-30-making-game-logic-framework-independent-with-hexagonal-architecture/</link><pubDate>Mon, 30 Dec 2024 00:00:00 +0000</pubDate><guid>https://shendriks.dev/posts/2024-12-30-making-game-logic-framework-independent-with-hexagonal-architecture/</guid><description>Implementing a classic table tennis game using MonoGame, but making it so, that the game logic is independent of the framework using Hexagonal Architecture.</description></item><item><title>A* Pathfinding in 2D Games: Addendum about Cyclic Dependencies</title><link>https://shendriks.dev/posts/2024-12-01-a-star-pathfinding-supplemental/</link><pubDate>Sun, 01 Dec 2024 00:00:00 +0000</pubDate><guid>https://shendriks.dev/posts/2024-12-01-a-star-pathfinding-supplemental/</guid><description>Putting the grid navigation in its own class to avoid a cyclic dependency and to improve separation of concerns.</description></item><item><title>A* Pathfinding in 2D Games: From Top-Down to Side-View</title><link>https://shendriks.dev/posts/2024-09-04-a-star-pathfinding-side-view/</link><pubDate>Wed, 04 Sep 2024 00:00:00 +0000</pubDate><guid>https://shendriks.dev/posts/2024-09-04-a-star-pathfinding-side-view/</guid><description>Implementing the A* algorithm for pathfinding in a 2D side-scrolling platformer with gravity, ladders and hanging bars.</description></item><item><title>A* Pathfinding in 2D Games: A simple Top-down Scenario implemented with MonoGame/KNI</title><link>https://shendriks.dev/posts/2024-08-24-a-star-pathfinding-top-down-blazorgl/</link><pubDate>Sat, 24 Aug 2024 00:00:00 +0000</pubDate><guid>https://shendriks.dev/posts/2024-08-24-a-star-pathfinding-top-down-blazorgl/</guid><description>In this article we will have a look at the implementation of the A* algorithm from the previous post with KNI, a MonoGame derivate with support for BlazorGL.</description></item><item><title>A* Pathfinding in 2D Games: The Basics for a simple Top-down Scenario</title><link>https://shendriks.dev/posts/2024-07-13-a-star-pathfinding-in-2d-games-the-basics-for-top-down-scenarios/</link><pubDate>Sat, 13 Jul 2024 00:00:00 +0000</pubDate><guid>https://shendriks.dev/posts/2024-07-13-a-star-pathfinding-in-2d-games-the-basics-for-top-down-scenarios/</guid><description>This article introduces the implementation of A* pathfinding in a 2D top-down game, setting the stage for more complex applications in side-scrolling platformers.</description></item></channel></rss>