Mibo.Raylib 4.5.0

dotnet add package Mibo.Raylib --version 4.5.0
                    
NuGet\Install-Package Mibo.Raylib -Version 4.5.0
                    
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="Mibo.Raylib" Version="4.5.0" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="Mibo.Raylib" Version="4.5.0" />
                    
Directory.Packages.props
<PackageReference Include="Mibo.Raylib" />
                    
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 Mibo.Raylib --version 4.5.0
                    
#r "nuget: Mibo.Raylib, 4.5.0"
                    
#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 Mibo.Raylib@4.5.0
                    
#: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=Mibo.Raylib&version=4.5.0
                    
Install as a Cake Addin
#tool nuget:?package=Mibo.Raylib&version=4.5.0
                    
Install as a Cake Tool

Mibo

Install the templates:

dotnet new install Mibo.Templates
dotnet new mibo-2d -o MyGame            # MVU runtime
dotnet new mibo-2d-adaptive -o MyGame   # adaptive runtime
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 via InputMap / 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, AnimatedSprite state machines, and grid-based animation definitions
  • Mibo.Adaptive — a pull-based incremental computation library for tight-loop workloads: CVal/AVal roots and projections plus adaptive sets, maps, and lists with element-level deltas, allocation-free in steady state. The Mibo integration (AdaptiveProgram/AdaptiveHeadless and the windowed hosts) is experimental.
  • Input Mapper — Listen to raw input and map it to semantic actions
  • Performance — zero-allocation hot paths: spatial grid queries return a single result array per call, and per-frame dictionary lookups, light merging, and render-pipeline bookkeeping allocate nothing

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, and LightContext2D.
    • 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, and Animation3DState.

    • 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 System pipeline 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)
  • AdaptiveSlop — the pull-based incremental computation library by TheAngryByrd that Mibo.Adaptive was adopted from

Mibo.Adaptive originated from AdaptiveSlop — adopted in its entirety, renamed, and maintained as part of Mibo.

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 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. 
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
4.5.0 36 8/19/2026
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2.0.0 114 7/9/2026
2.0.0-rc-003 98 7/7/2026
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### Added

- **Core:** the `Mibo.Diagnostics` namespace — `FrameStats`, `FrameProfiler`, and the `Diagnostics` module. Opt in by building a `FrameProfiler` and passing it with `Program.withProfiler` / `HeadlessProgram.withProfiler` / `AdaptiveProgram.withProfiler`; without one, nothing is registered and nothing runs. The host registers the supplied profiler in the `GameContext`, so `Diagnostics.getProfiler` / `tryGetProfiler` works from any code that holds the context, on every runtime including headless runners. `FrameProfiler.Snapshot` holds windowed frame rates, simulation step rate, update and draw cost, worst frame time, thread allocation, generation 0/1/2 collection counts, slow frame count, and, where the backend reports them, per frame GPU counters. `Diagnostics.format` turns a snapshot into two overlay lines. `FrameProfiler.Enabled` turns measurement on and off at runtime; a fresh window starts on re-enable. While off, every stamp and request does nothing. The per frame cost when on is a handful of stopwatch stamps with no allocation. Fixed step drops and the MonoGame fixed step catch up flag count as slow frames.
- **Raylib:** screenshots. `FrameProfiler.RequestScreenshot(path)` queues a capture that the host writes as a PNG at the given path when the frame finishes drawing. Requires a profiler built with `canScreenshot = true`. The path is used as given (no working directory join).
- **MonoGame:** screenshots on all four backends (DirectX 11, DirectX 12, OpenGL, Vulkan), queued the same way, saved as a PNG of the back buffer. Requires a profiler built with `canScreenshot = true`. `FrameStats` also carries the frame's draw call, primitive, and texture bind counts from `GraphicsDevice.Metrics`. On the OpenGL backend the capture is flipped to match the other backends.
- **Adaptive:** `AdaptiveHeadless` accepts an optional `profiler` constructor argument that wins over the program's; when neither is set, no profiler is created.
- **Adaptive:** `Init` can defer work — `AdaptiveFrameContext` now exposes the intent queue (`ctx.Intents`) alongside `Update`'s `AdaptiveContext`. Work `Init` posts with `post` runs at the startup drain, right after `Init` returns and before the first frame is forced, so the first frame includes its effects; `postNextFrame` lands at the first step's boundary, before the first update; `postTask`/`postAsync` start at the startup drain and complete at a later post drain. This is the adaptive counterpart of the `Cmd` the MVU `init` returns. The subscription projection receives the same context and must not post: it runs once per step, so its work would land a step late.