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As it turns out, there is a way to load a SpriteFont without the need of MGCB, and to make it better. You'll need to use SpriteFontPlus. It generates SpriteFont objects dynamically from normal image files.


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The math around drag usually slows things down as a function of how fast it is already going, hence your velocity.X *= FRICTION; which seems generally right. The problem is that with that math, mathematically, it will never come to a complete stop. Half of 1 is 1/2, half of that is 1/4, half of that is 1/8, ... 1/1024, 1/2048, 1/4096... Mathematically, you ...


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