Mibo.Core
3.2.0
See the version list below for details.
dotnet add package Mibo.Core --version 3.2.0
NuGet\Install-Package Mibo.Core -Version 3.2.0
<PackageReference Include="Mibo.Core" Version="3.2.0" />
<PackageVersion Include="Mibo.Core" Version="3.2.0" />
<PackageReference Include="Mibo.Core" />
paket add Mibo.Core --version 3.2.0
#r "nuget: Mibo.Core, 3.2.0"
#:package Mibo.Core@3.2.0
#addin nuget:?package=Mibo.Core&version=3.2.0
#tool nuget:?package=Mibo.Core&version=3.2.0
Mibo
Install the templates:
dotnet new install Mibo.Templates dotnet new mibo-2d -o MyGame cd MyGame dotnet run
NOTE for ADVENTURERS: raylib is a programming library to enjoy videogames programming; no fancy interface, no visual helpers, no debug button... just coding in the most pure spartan-programmers way.
Following that spirit, Mibo keeps it lean, just F# and the Elmish loop with a handful of commodities to get out of your way and let you enjoy the craft.
Mibo is an Elmish-based F# game framework with two interchangeable backends — raylib-cs and MonoGame (DesktopGL/OpenGL and WindowsDX/DirectX) — designed to allow developers to write games using familiar MVU patterns for all kinds of game genres and sizes.
Mibo aims to solve 80/20 of use cases for enabling developers to focus on game logic rather than boilerplate code, providing guidelines and architecture for structuring game code, handling input, rendering, asset management, and time management among others.
What's in the box?
- Elmish runtime (MVU loop) with
Cmd,Sub, optional fixed timestep, and frame-bounded dispatch - Input — raw input (
Keyboard,Mouse) + semantic mapping viaInputMap/ActionState - Assets — texture, font, sound, and model loading caches
- Rendering — Command buffer based rendering:
- 2D batch renderer with layers and multi-camera support
- 3D batch renderer with opaque/transparent passes and custom shader switching
- Escape hatches for custom GPU work
- Camera helpers with screen-to-world, orbit, and ray casting
- Layout — 2D procedural grid layout (
CellGrid2D) with platformer, top-down, and geometric primitives - Layout3D — 3D voxel-style grid layout (
CellGrid3D) with terrain, interior rooms, corridors, stairs, and procedural generation - Animation — sprite sheet slicing,
AnimatedSpritestate machines, and grid-based animation definitions - Input Mapper — Listen to raw input and map it to semantic actions
Getting started
Prerequisites:
- .NET SDK 8 or later
- A working OpenGL setup
dotnet --version
dotnet tool restore
dotnet restore
dotnet build
dotnet test
To build the docs site locally:
dotnet tool restore
dotnet fsdocs build
# or for live editing:
dotnet fsdocs watch
Samples
The samples are stored in a separate repository: Mibo.Samples.
You'll find examples of:
2D:
- PlatformerSample - A 2D side-scrolling platformer with procedural world generation, sprite animation, lighting, particles, and sound. Uses Mibo's Elmish architecture with
InputMap,AnimatedSprite,CellGrid2D, andLightContext2D.- Mibo.Raylib targeting Desktop OpenGL
- Mibo.MonoGame targeting DesktopGL (cross-platform)
- SpaceBattle - A turn-based tactical strategy game on a hex grid with fog of war, laser combat, particle effects, faction-based turns (Human + AI), and animated unit movement. Demonstrates complex game state management, hex grid spatial queries, and multi-phase turn resolution.
- Mibo.Raylib targeting Desktop OpenGL
- PingPong - A networked multiplayer Pong game with a client-server architecture over WebSockets. The server runs game logic and broadcasts state; the client renders locally and sends input.
- Mibo.Raylib Client
- Mibo.MonoGame Client
- dotnet app acting as a server running Mibo.Core's headless support
3D:
ThreeDSample - A 3D platformer with procedurally generated voxel terrain, PBR lighting, shadow atlas, 3D character animation, minimap overlay, and physics. Showcases Mibo's
Renderer3D,ForwardPbrPipeline, andAnimation3DState.- Mibo.Raylib targeting Desktop OpenGL
- Mibo.MonoGame targeting DesktopGL (cross-platform)
FPSSample - A first-person shooter featuring enemy AI, weapon systems, health management, and atmospheric lighting. Demonstrates Mibo's composable systems architecture with per-system sub-models, event-driven cross-system communication, and a
Systempipeline with snapshot barriers.- Mibo.Raylib targeting Desktop OpenGL
- Mibo.MonoGame targeting DesktopGL (cross-platform)
- Mibo.MonoGame targeting WindowsDX (Windows only, DirectX)
License
Mibo is distributed under the zlib/libpng License.
Built on
Mibo is built on top of:
- raylib — the cross-platform graphics library that powers the raylib backend's rendering, input, and audio layers
- raylib-cs — the C# bindings that make raylib accessible from .NET
- MonoGame — the cross-platform framework that powers the MonoGame backend (DesktopGL/OpenGL and WindowsDX/DirectX)
Feedback
Issues and PRs are very welcome. If you're interested in using F# for game development beyond simple 2D games, Mibo aims to be a practical, batteries-included framework that scales with your ambition.
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net8.0 is compatible. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. net9.0 was computed. net9.0-android was computed. net9.0-browser was computed. net9.0-ios was computed. net9.0-maccatalyst was computed. net9.0-macos was computed. net9.0-tvos was computed. net9.0-windows was computed. 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. |
-
net10.0
- FSharp.Core (>= 10.1.302)
- FSharp.UMX (>= 1.1.0)
-
net8.0
- FSharp.Core (>= 10.1.302)
- FSharp.UMX (>= 1.1.0)
NuGet packages (2)
Showing the top 2 NuGet packages that depend on Mibo.Core:
| Package | Downloads |
|---|---|
|
Mibo.Raylib
Package Description |
|
|
Mibo.MonoGame
Package Description |
GitHub repositories
This package is not used by any popular GitHub repositories.
| Version | Downloads | Last Updated |
|---|---|---|
| 3.3.0 | 0 | 7/26/2026 |
| 3.2.0 | 37 | 7/25/2026 |
| 3.1.1 | 95 | 7/23/2026 |
| 3.1.0 | 141 | 7/20/2026 |
| 3.0.0 | 125 | 7/18/2026 |
| 2.2.0 | 112 | 7/16/2026 |
| 2.1.0 | 140 | 7/11/2026 |
| 2.0.1 | 141 | 7/9/2026 |
| 2.0.0 | 136 | 7/9/2026 |
| 2.0.0-rc-003 | 134 | 7/7/2026 |
| 2.0.0-rc-002 | 135 | 7/7/2026 |
| 2.0.0-rc-001 | 135 | 7/2/2026 |
### Added
- **3D:** **Breaking:** `ShadowAtlasConfig` gains a `DirectionalAtlasRatio` field (`ShadowAtlasConfig.defaults` sets it to `0.5`; code constructing the record literally must add the field). It gives the single directional shadow light a dedicated region of the shadow atlas instead of sharing one tile of the caster grid, so directional shadows stay high-resolution without tuning `MaxCasters` to your light count. Point/spot casters subdivide the remaining atlas area. Set it to `1.0` for directional-only scenes or `0.0` to restore the previous uniform-grid layout. Available on both backends. **Breaking (behavioral):** the `0.5` default re-lays-out existing directional shadows; use `0.0` for the previous layout.
- **3D:** instanced grid rendering can shade each cell type, sub-mesh, or the whole grid with a custom effect instead of the default PBR shader. Provide the effect per sub-mesh, per cell key, or once for the whole grid; cell types without an effect keep the default look.
- **MonoGame 2D:** consecutive lit sprites sharing the same texture and normal map collapse into a single draw call instead of one per sprite. Visuals and the `.litSprite(...)` API are unchanged.
### Changed
- **Breaking:** **Core:** `GameConfig.TargetFPS` is now `int voption` and defaults to `ValueNone` — when unset, the framework imposes no render-rate cap and leaves the backend's default framerate behavior untouched. Previously the default was `60`, which forced a fixed timestep on every game. To set a cap, use `GameConfig.withTargetFPS 60` (or `TargetFPS = ValueSome 60` inline); the old `TargetFPS = 0` "unlimited" sentinel is now simply omitting the field.
- **MonoGame 3D:** **Breaking (behavioral):** `DirectionalLightSize` is now the full height of the directional shadow ortho window in world units (was the half-size), matching the raylib backend. The same value now covers half the world area with twice the shadow texel density; double your configured value to keep the previous coverage.
- **3D:** directional shadow PCF taps are clamped to the caster's atlas tile on both backends, so the 3×3 kernel can no longer bleed into a neighboring caster's region at tile borders. All backends run the same point-sampled 3×3 PCF kernel.
- **Raylib 3D:** the directional shadow camera's far plane is tightened to the light distance plus the full ortho size plus a one-unit margin (was light distance plus twice the ortho size), spending less depth precision on empty space behind the scene. MonoGame's far plane keeps its previous coverage — it was already light distance plus the full ortho height.
### Fixed
- **Raylib 3D:** scenes made only of instanced draws now render shadows — the shadow pass previously ran only when at least one non-instanced mesh was drawn.