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  • Book Overview & Buying Practical C# Projects with .NET
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Practical C# Projects with .NET

Practical C# Projects with .NET

By : Matt Eland
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Practical C# Projects with .NET

Practical C# Projects with .NET

By: Matt Eland

Overview of this book

Too many C# developers feel stuck building the same apps day in and day out, but learning through side projects can reignite your passion and level up your skills. This book offers a practical, hands-on approach to building confidence with .NET 10 and modern C# by building a variety of engaging applications, from interactive games and productivity tools to machine learning apps and browser-based chatbots. These projects are designed to teach practical patterns and modern tooling, with a focus on learning and experimentation over production hardening. You'll work with tools like Spectre.Console, ML.NET, Uno Platform, and more, developing everything from an adventure game and a card tracker to an AI chatbot. You’ll also build modern AI-enabled systems using Ollama, Microsoft Agent Framework, OpenTelemetry, and Aspire. Written by an experienced C# engineer and teacher, this book blends technical depth with a developer-friendly tone, helping you learn faster and retain more. You'll sharpen your understanding of core .NET capabilities and gain confidence to apply them in your own work or hobby projects. By the end of this book, you'll not only have a portfolio of practical .NET apps - you’ll also have grown as a developer and rediscovered the joy of programming. *Email sign-up and proof of purchase required
Table of Contents (21 chapters)
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Lock Free Chapter
1
Part 1: Building Console Applications
6
Part 2: Web, Mobile, and Desktop Applications
10
Part 3: Building AI-powered side projects
15
Part 4: Cross-platform Game Development with MonoGame
20
Index

Designing a role playing game

In this chapter we’ll cover a role playing game (RPG) built in C# with Spectre.Console for input and output, external JSON data files and infinite world generation with Perlin Noise.Our implementation of this project in this chapter, shown in Figure 3.1, will focus on generating a game world using procedural generation, displaying that world to the player, allowing the player to move around the map, and implementing simple enemies that roam around the map and attack the player.

Figure 3.1 - The map screen featuring randomly generated terrain

While minimal, our project this chapter represents an interactive game with an explorable game world and ways for the player to lose. Because of this, we also have a small “Game Over” screen that displays the following text if the player’s health reaches zero:

Game Over
Press any key to exit..

This means that overall our project has the following core requirements:

  • The system needs to...
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