Mibo.MonoGame
3.0.0
See the version list below for details.
dotnet add package Mibo.MonoGame --version 3.0.0
NuGet\Install-Package Mibo.MonoGame -Version 3.0.0
<PackageReference Include="Mibo.MonoGame" Version="3.0.0" />
<PackageVersion Include="Mibo.MonoGame" Version="3.0.0" />
<PackageReference Include="Mibo.MonoGame" />
paket add Mibo.MonoGame --version 3.0.0
#r "nuget: Mibo.MonoGame, 3.0.0"
#:package Mibo.MonoGame@3.0.0
#addin nuget:?package=Mibo.MonoGame&version=3.0.0
#tool nuget:?package=Mibo.MonoGame&version=3.0.0
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
- AssimpNetter (>= 6.0.4)
- FSharp.Core (>= 10.1.302)
- FSharp.UMX (>= 1.1.0)
- Mibo.Core (>= 3.0.0)
-
net8.0
- AssimpNetter (>= 6.0.4)
- FSharp.Core (>= 10.1.302)
- FSharp.UMX (>= 1.1.0)
- Mibo.Core (>= 3.0.0)
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 |
|---|---|---|
| 3.1.1 | 0 | 7/23/2026 |
| 3.1.0 | 90 | 7/20/2026 |
| 3.0.0 | 85 | 7/18/2026 |
| 2.2.0 | 92 | 7/16/2026 |
| 2.1.0 | 100 | 7/11/2026 |
| 2.0.1 | 96 | 7/9/2026 |
| 2.0.0 | 107 | 7/9/2026 |
| 2.0.0-rc-003 | 92 | 7/7/2026 |
| 2.0.0-rc-002 | 102 | 7/7/2026 |
| 2.0.0-rc-001 | 100 | 7/2/2026 |
### Added
- **_Notice_**: Vulkan on windows might not render as expected. It is recommended to use DirectX either 11 or 12 rather than Vulkan there. Other platforms seem to be working as expected.
- **MonoGame:** pre-compiled shader variants for DirectX 12 (`.dx12.mgfx`) and Vulkan (`.vk.mgfx`) now ship alongside the existing DirectX 11 and OpenGL variants. `ShaderLoader` routes to the correct variant based on `PlatformInfo.GraphicsBackend`, so games running on the new native backends load matching shaders automatically. All five effects (`LitSprite`, `LitSpriteNormalMap`, `Instanced`, `ForwardPbr`, `DepthShadow`) compile for all four profiles.
### Changed
- **MonoGame — Breaking:** `Mibo.MonoGame` now builds against MonoGame 3.8.5 (`MonoGame.Framework.Native` 3.8.5, up from 3.8.4.1). Consumers must update their MonoGame host/runtime packages to 3.8.5 to match; mixing 3.8.4.1 host packages with this version fails to load the backend types at runtime.
- **Templates:** the MonoGame templates (`mibo-mg-2d`/`mibo-mg-3d`) move to MonoGame 3.8.5 and now ship three thin clients: `DesktopGL` (OpenGL, unchanged), `DesktopVK` (Vulkan, new), and `WindowsDX12` (DirectX 12, replacing the DirectX 11 `WindowsDX` client). The mgcb dotnet tools pinned in the templates move to 3.8.5 to match. Raylib templates are unchanged.
### Fixed
- **MonoGame 3D:** instanced draws no longer render garbage or flicker on the DirectX 12 backend. The per-instance world-matrix buffer is now a dynamic vertex buffer, so each instanced draw keeps its own matrices; previously, staging several instance groups per frame could make every draw read the last group's data, showing terrain chunks and repeated models in the wrong place or not at all depending on the camera angle.