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There is no better way to begin your C# education. Check out our Beginner's Tutorials and start building apps with C#.


Simple Physics for Game Programming: Circular Collisions & Movement (Part 1 of 2) Raphael Mun Raphael Mun  ●  C# · Game development · .NET · Collision detection · Physics · 2d  ●  Jan 12, 2017
Simple Physics for Game Programming: Circular Collisions & Movement (Part 1 of 2)

How can I program Mario to jump on an enemy or a car to bounce off of another car? This tutorial will show you how, using the simple physics simulations to handle collision detection (if an object has collided with another) and the response (how it should bounce).

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Working with MongoDB in .NET (Part 3): Skip, Sort, Limit, & Projections Peter Mbanugo Peter Mbanugo  ●  C# · MongoDB · Nosql  ●  Jan 03, 2017
Working with MongoDB in .NET (Part 3): Skip, Sort, Limit, & Projections

On this third part of our tutorial series about MongoDB in .NET, we will look into sorting documents, specifying the number of documents to skip or limit, and how to do projections.

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Working with MongoDB in .NET (Part 2): Retrieving Documents with Filter Clause Peter Mbanugo Peter Mbanugo  ●  C# · MongoDB · Nosql  ●  Dec 13, 2016
Working with MongoDB in .NET (Part 2): Retrieving Documents with Filter Clause

In the previous part, we went through some of the driver basics and how to insert documents to a collection. In this part of the series, we’ll learn how to retrieve documents from the database.

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Working with MongoDB in .NET (Part 1): Driver Basics & Inserting Documents Peter Mbanugo Peter Mbanugo  ●  C# · MongoDB · Nosql  ●  Nov 23, 2016
Working with MongoDB in .NET (Part 1): Driver Basics & Inserting Documents

In this tutorial series, I'll show you how to work with MongoDB in your .Net applications using the CRUD functions available from the .Net driver.

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11 Important C# Interview Questions & OOP Concepts Codementor Team Codementor Team  ●  C# · Interview  ●  Nov 07, 2016
11 Important C# Interview Questions & OOP Concepts

The concepts that will be explained in this article are mostly applicable for both junior and senior developers; however, they could be particularly interesting for junior developers that aspire to become more senior in their current roles and get a much better understanding of Object Orientation as they advance their career.

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Beginner's Guide to Delegates, Funcs and Actions in C# Aydin Adn Aydin Adn  ●  C# · Delegates · Func  ●  Apr 22, 2016
Beginner's Guide to Delegates, Funcs and Actions in C#

This tutorial will introduce you to delegates in C#.

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Beginner's Guide to Unit Testing Barrett Simms Barrett Simms  ●  Development process · Unit testing · Test driven development · C#  ●  Oct 26, 2015
Beginner's Guide to Unit Testing

Unit testing is a critical skill for modern software developers. It’s now considered a standard interview topic. This post will cover what you need to know (and should practice!) to gain unit testing confidence.

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Quick Intro to MSBuild Projects Jon Davis Jon Davis  ●  C# · Visual Studio · Msbuild · Build automation  ●  Sep 15, 2015
Quick Intro to MSBuild Projects

Have you ever opened up a .csproj file (the project file created by Visual Studio for C#) and wondered what all that gobbligook was all about? This is a quick overview introduction to MSBuild projects so that you can read and understand Visual Studio project XML syntax right away.

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Unity3D Tip: Polar and Cartesian Coordinates in C# Carlotta Tatti Carlotta Tatti  ●  C# · Unity3d · Mathematics  ●  Aug 04, 2015
Unity3D Tip: Polar and Cartesian Coordinates in C#

While working on a game experiment called Alien Shootout with Unity3d I wanted to have the main character rotate around the planet (like Super Mario Galaxy). Here is how I did this: function CartesianToPolar(point:Vector3):Vector2 { var polar:Vector2; //calc longitude polar.y = Mathf.Atan2(point.x,point.z); //this is...

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Procedurally Generated Nebulae in Unity3D Takumi Takumi  ●  C# · Unity3d · Shaders · Procedural generation  ●  Jun 09, 2015
Procedurally Generated Nebulae in Unity3D

##The Quest Begins One of the goals I had for the visuals of Luna’s Wandering Stars was a beautiful background. Starting out, the game prototype had backgrounds created by yours truly, one for each of the worlds in the game. They weren’t bad, but I saw room for improvement. I yearned for a more dynamic background, something more varied than...

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