Mibo.MonoGame.Adaptive 5.1.0

dotnet add package Mibo.MonoGame.Adaptive --version 5.1.0
                    
NuGet\Install-Package Mibo.MonoGame.Adaptive -Version 5.1.0
                    
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.MonoGame.Adaptive" Version="5.1.0" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="Mibo.MonoGame.Adaptive" Version="5.1.0" />
                    
Directory.Packages.props
<PackageReference Include="Mibo.MonoGame.Adaptive" />
                    
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.MonoGame.Adaptive --version 5.1.0
                    
#r "nuget: Mibo.MonoGame.Adaptive, 5.1.0"
                    
#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.MonoGame.Adaptive@5.1.0
                    
#: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.MonoGame.Adaptive&version=5.1.0
                    
Install as a Cake Addin
#tool nuget:?package=Mibo.MonoGame.Adaptive&version=5.1.0
                    
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

Packages

Mibo ships as two independent runtime lanes on top of a shared kernel. Pick one lane per game — MVU installs pull no adaptive code, and adaptive installs pull no MVU code:

Package Gives you
Mibo.Core Runtime-neutral kernel: GameContext, GameTime, render buffers, input contracts, layout, diagnostics
Mibo.Mvu The Elmish/MVU runtime: Cmd, Sub, Program, loops, and headless support
Mibo.Adaptive The dependency-free incremental computation library (CVal/AVal roots, adaptive sets, maps, and lists)
Mibo.Adaptive.Mibo The Mibo-side adaptive runtime: AdaptiveProgram, AdaptiveHeadless
Mibo.Raylib Neutral raylib shell: renderers, camera, windowing, input polling
Mibo.Raylib.Mvu MVU host for raylib (RaylibProgram, RaylibGame)
Mibo.Raylib.Adaptive Adaptive host for raylib (AdaptiveRaylibGame)
Mibo.MonoGame Neutral MonoGame shell (same surface as the raylib shell)
Mibo.MonoGame.Mvu MVU host for MonoGame (MonoGameProgram, MiboGame)
Mibo.MonoGame.Adaptive Adaptive host for MonoGame (AdaptiveMonoGameProgram)

MVU games reference Mibo.Raylib.Mvu or Mibo.MonoGame.Mvu; adaptive games reference Mibo.Raylib.Adaptive or Mibo.MonoGame.Adaptive (which bring the kernel, shell, and Mibo.Adaptive transitively). All namespaces and type names are unchanged from previous releases — the split only moves code between packages.

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.Mvu'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

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Version Downloads Last Updated
5.1.0 43 9/5/2026
5.0.0 43 9/5/2026

### Added

- **Core:** the portable audio contract (`Mibo.Audio`). `Voice` carries the per-play knobs — volume, pan, and pitch as a speed multiplier (1.0 = normal) — and both backends clamp the knobs to the same ranges, so an out-of-range value behaves identically instead of crashing one backend. The `IAudio` service plays overlapping sound effects by key, drives the single looping music channel (play, pause, seek, position, live volume, fades), exposes the music slider value that fade-ins return to, and sets a master volume that scales the whole mix, music included. `Attenuation2D.compute` pans and fades a sound from 2D listener and source positions. Keys are game vocabulary ("jump", "overworld"); playing an unregistered key plays nothing, so headless runs and tests need no audio device. There are no mix groups: a sound-effect "bus" is model state the game multiplies into the voice, and music is one channel with one live knob. Every windowed host registers `IAudio` before user `init` runs, advances it once per frame, and disposes it on shutdown.
- **Raylib:** the audio service behind `IAudio`. Sounds register by file path (resolved against the program's asset base path); each key layers up to 8 overlapping plays through slots that share one copy of the sample data, so overlap costs no extra audio memory. Music streams from disk. WAV, OGG, MP3, FLAC, and QOA load from loose files.
- **MonoGame:** the audio service behind `IAudio`, where each bank entry names its source: `Pipeline` loads an MGCB asset (the guaranteed path; a missing asset throws at startup) and `File` loads a loose WAV sound effect or a decoder-backed music file. Playback slots are created on a key's first plays, so a large bank costs no platform voices until its keys actually play. `MonoGameAudio` adds 3D audio: set the listener (the camera is the usual choice), play sounds positioned with distance falloff, panning, and Doppler shift, and tune `DistanceScale`/`DopplerScale`; live plays re-attenuate as the listener moves.
- **MVU:** `Audio` commands — play and layer sound effects with per-play volume/pan/pitch (`play`, `playWith`, `stopAll`), drive the music channel (`playMusic`, `playMusicOnce`, `stopMusic`, `pauseMusic`, `resumeMusic`, `seekMusic`, `setMusicVolume`, `fadeMusicIn`, `fadeMusicOut`), and set the master volume (`setMasterVolume`). Every command plays nothing when no audio service is registered, so headless runs and tests need nothing. `RaylibProgram.withBank` / `MonoGameProgram.withBank` declare the whole sound bank as one list value (a literal or a generated one) that loads before user `init` runs.
- **Adaptive:** the same audio surface on the context — `ctx.Audio.play("jump")` plus the full music set — which plays nothing without a registered audio service. `AdaptiveRaylibProgram.withBank` / `AdaptiveMonoGameProgram.withBank` declare the sound bank as one list value that loads before the program's `Init`.