project-export

Convert XnaFiddle fiddles into buildable KNI, MonoGame, and FNA projects.

12|2|Updated Mar 10, 2026
One-click install
npx skills add https://github.com/vchelaru/XnaFiddle --skill project-export
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: project-export
Source: https://github.com/vchelaru/XnaFiddle/tree/main/.claude/skills/project-export
Command: npx skills add https://github.com/vchelaru/XnaFiddle --skill project-export

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires ShadowDusk.Core, MonoGame.Framework.Native, MonoGame.Content.Builder.Task, and includes scripts (resource) and references (resource) and assets (resource) components.

What problem does it solve?

This Skill aids in exporting game projects from XnaFiddle into buildable, platform-specific projects, making it easier to transition code from the browser-based environment to production.

Core Features & Use Cases

  • Platform-Specific Export: Generate projects compatible with KNI, MonoGame, and FNA platforms, supporting Desktop, Windows, Android, and Blazor runtimes.
  • NuGet Packages and Dependencies: Manages the necessary NuGet packages for a seamless build process, with specific hooks for third-party libraries.
  • Shader Compilation: Handles the inclusion and compilation of shader source code using ShadowDusk for runtime compilation, supporting both classic and native backends.
  • Content Compilation: Compiles content for libraries like Apos.Shapes using the MonoGame Content Pipeline (MGCB) or ShadowDusk for classic and modern targets.
  • Quick Start: Generate an export-ready project for your XnaFiddle fiddle, select the target platform and runtime, and download the zip file.

Quick Start

Use the project-export skill to create an export-ready project from your fiddle. Navigate to the project-export page in XnaFiddle, select your desired platform (e.g., MonoGame DesktopGL), and download the generated zip file.

Frequently Asked Questions about project-export

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I convert an XnaFiddle prototype into a deployable MonoGame project?

To convert an XnaFiddle prototype into a deployable MonoGame project, select your target platform and runtime to generate an export-ready, buildable project zip file. This transitions browser code to production.

What platforms are supported when exporting XnaFiddle game projects?

Exporting XnaFiddle game projects supports KNI, MonoGame, and FNA platforms across Desktop, Windows, Android, and Blazor runtimes. This ensures broad platform compatibility for your deployable application.

How does shader compilation work during XnaFiddle project conversion?

Shader compilation during XnaFiddle project conversion is handled using ShadowDusk for runtime compilation. It processes shader source code inclusion, supporting both classic and native backends for your exported game.

Do I need the MonoGame Content Pipeline to build Apos.Shapes content?

You need the MonoGame Content Pipeline (MGCB) or ShadowDusk to compile content for libraries like Apos.Shapes. The pipeline handles content compilation for both classic and modern build targets.

Can I export a browser-based game prototype to an Android runtime?

You can export a browser-based game prototype to an Android runtime by selecting the Android platform target during project generation. The export process manages necessary NuGet packages for a seamless build.

Why does my exported FNA project require specific third-party library hooks?

Exported FNA projects require specific third-party library hooks to manage the necessary NuGet packages and dependencies for a seamless build process. This ensures buildability and runtime compatibility.