LillyQuest.Engine 0.4.0

There is a newer version of this package available.
See the version list below for details.
dotnet add package LillyQuest.Engine --version 0.4.0
                    
NuGet\Install-Package LillyQuest.Engine -Version 0.4.0
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="LillyQuest.Engine" Version="0.4.0" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="LillyQuest.Engine" Version="0.4.0" />
                    
Directory.Packages.props
<PackageReference Include="LillyQuest.Engine" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add LillyQuest.Engine --version 0.4.0
                    
#r "nuget: LillyQuest.Engine, 0.4.0"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package LillyQuest.Engine@0.4.0
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=LillyQuest.Engine&version=0.4.0
                    
Install as a Cake Addin
#tool nuget:?package=LillyQuest.Engine&version=0.4.0
                    
Install as a Cake Tool

LillyQuest

LillyQuest Cover

.NET Neovim Rider

LillyQuest is a C# engine for building roguelike/roguelite open-world games. It is built on Silk.NET and currently ships with an OpenGL renderer, with room to evolve the rendering backend in the future.

This is a hobby project. A core goal is to keep momentum by publishing a weekly devlog article on https://orivega.io.

Goals and Features

  • Data-driven engine design using JSON.
  • AOT-friendly architecture (aspirational).
  • Planned Lua scripting for gameplay logic.
  • Modular engine structure split across core, rendering, and engine layers.

Tech Stack

  • C# / .NET (net10.0)
  • Silk.NET
  • OpenGL renderer (current)
  • JSON-driven data pipeline
  • Lua scripting (planned)

Project Structure

The codebase is organized into modular layers:

LillyQuest.Core

Foundation layer providing low-level engine primitives:

  • OpenGL rendering abstractions (shaders, textures, sprite batching)
  • Asset management (textures, fonts, tilesets, audio)
  • Audio system (OpenAL with MP3 and Ogg Vorbis support)
  • Input abstractions and data structures
  • Embedded resource pipeline

LillyQuest.Engine

High-level engine layer built on Core:

  • Feature-based Entity architecture
  • System pipeline (Update, FixedUpdate, Render)
  • Screen and UI management (stacking, focus, pixel-perfect rendering)
  • Scene lifecycle and transitions
  • Animation and tween system
  • ImGui integration for debug tooling
  • Windowing and bootstrap orchestration

LillyQuest.Scripting.Lua

Lua scripting integration via MoonSharp (planned for gameplay logic).

LillyQuest.Game

Executable game application demonstrating engine capabilities:

  • Game-specific scenes and entities
  • Tileset editor and surface rendering examples
  • Debug panels and development tools

LillyQuest.Tests

Comprehensive test suite covering Core and Engine components.

Build and Run

Prerequisites:

  • .NET SDK 10.0

Build:

dotnet build LillyQuest.slnx

Run (game project):

dotnet run --project src/LillyQuest.Game/LillyQuest.Game.csproj

Project Board

Devlog

Weekly updates are published on:

Feedback in the comments helps keep momentum.

Contributing

Issues and PRs are welcome, but please open a discussion first since this is a hobby project and priorities may change.

Philosophy / FAQ

Why a custom engine? Learning, long-term flexibility, and the joy of building the stack end-to-end.

Is this production-ready? No. This is an experimental engine under active development.

Will other renderers be supported? OpenGL is the current backend; other renderers may be explored later.

Development Philosophy

On AI-Assisted Development

This project uses AI tools (Claude, Codex, etc.) with intentionality and restraint. AI assists with:

  • Planning and architectural brainstorming
  • Test generation and coverage analysis
  • Bug discovery and code review
  • Documentation drafting

However, core implementation is hand-crafted. Programming is an art form. The discipline of thinking through problems, making deliberate design choices, and writing clean, maintainable code cannot be delegated. AI is a tool for augmenting human judgment, not replacing it.

The code you read here reflects human reasoning and intentional design, not automated generation.

License

GPLv3. See LICENSE for details.

Product Compatible and additional computed target framework versions.
.NET net10.0 is compatible.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last Updated
0.6.0 80 1/30/2026
0.5.0 84 1/29/2026
0.4.0 79 1/28/2026
0.3.0 82 1/27/2026
0.2.0 88 1/23/2026
0.1.0 86 1/22/2026