Mibo.Raylib
2.0.0
See the version list below for details.
dotnet add package Mibo.Raylib --version 2.0.0
NuGet\Install-Package Mibo.Raylib -Version 2.0.0
<PackageReference Include="Mibo.Raylib" Version="2.0.0" />
<PackageVersion Include="Mibo.Raylib" Version="2.0.0" />
<PackageReference Include="Mibo.Raylib" />
paket add Mibo.Raylib --version 2.0.0
#r "nuget: Mibo.Raylib, 2.0.0"
#:package Mibo.Raylib@2.0.0
#addin nuget:?package=Mibo.Raylib&version=2.0.0
#tool nuget:?package=Mibo.Raylib&version=2.0.0
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
- FSharp.Core (>= 10.1.301)
- FSharp.UMX (>= 1.1.0)
- Mibo.Core (>= 2.0.0)
- Raylib-cs (>= 8.0.0)
-
net8.0
- FSharp.Core (>= 10.1.301)
- FSharp.UMX (>= 1.1.0)
- Mibo.Core (>= 2.0.0)
- Raylib-cs (>= 8.0.0)
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 |
|---|---|---|
| 2.0.1 | 31 | 7/9/2026 |
| 2.0.0 | 50 | 7/9/2026 |
| 2.0.0-rc-003 | 80 | 7/7/2026 |
| 2.0.0-rc-002 | 81 | 7/7/2026 |
| 2.0.0-rc-001 | 89 | 7/2/2026 |
| 1.3.0 | 114 | 6/13/2026 |
| 1.2.0 | 101 | 6/8/2026 |
| 1.1.0 | 114 | 6/1/2026 |
| 1.0.0 | 103 | 5/31/2026 |
### Added
- **Cameras (parity):** the MonoGame and raylib `Camera2D`/`Camera3D` modules now offer the same set of operations. MonoGame `Camera2D` gains `viewportBounds`, `screenToWorld`/`worldToScreen`, `smoothFollow`/`clampTarget`, and the full `render`/`withViewport`/`withClear`/`splitScreen*` config-builder surface it lacked; raylib `Camera3D` gains `lookAt`/`orthographic`/`orbit`/`screenPointToRay` (wrapping `Raylib.GetScreenToWorldRay`). Closes the camera API-surface gap between the backends.
- **Docs:** new "MonoGame type quirks" reference collects the raylib-vs-MonoGame type differences that first-time MonoGame users hit — `System.Numerics` vs `Microsoft.Xna.Framework` math (Core layout/spatial/light APIs take `System.Numerics` on both backends, so a bare `Vector2` resolves to the wrong type on MonoGame), float vs int `Rectangle`, `Color` constructors, the `IAssets` namespace and asset-path conventions, and the live window size via `ctx.WindowWidth`/`ctx.WindowHeight`. The affected guide pages now cross-link to it.
- **Templates:** the starters now steer AI assistants (and readers) to the API reference for exact signatures and to the guides only for general usage; the MonoGame starters additionally require reading the type-quirks reference before writing code.
### Changed
- **MonoGame — Breaking:** the camera modules are consolidated into a single `Camera2D`/`Camera3D` surface that mirrors the raylib layout. The standalone `Camera2DConfig` module is removed — its builders (`render`/`withViewport`/`splitScreen*`) now live in the `Camera2D` module, and `withClearColor` is renamed `withClear`. `Camera2D.smoothFollow`/`clampTarget` now return a new camera instead of mutating in place (the camera's fields are immutable).
- **Raylib — Breaking:** the 2D camera readers (`viewportBounds`/`screenToWorld`/`worldToScreen`) and `Camera3D.screenPointToRay` now take the camera by read-only reference (`inref`), so call sites must pass `&camera` (the `smoothFollow`/`clampTarget` mutators already used `byref`). This skips copying the native `Camera2D`/`Camera3D` structs on per-frame reads. All raylib camera helpers are now `inline`.
- **Culling — Breaking:** `Culling.isGenericVisible` is renamed `isVisibleBox` (it tests a bounding box against the frustum — the new name says what it does).
### Removed
- **3D — Breaking:** removed `ShadowAtlasConfig.ShowDebugOverlay` and the raylib `ShadowAtlas.RenderDebugOverlay` overlay — a dev-time diagnostic that leaked into the preview builds. No config flag overlays the shadow atlas on screen anymore.
- **Cameras — Breaking:** removed `Camera3DConfig.PostProcessPasses` and the `Camera3D.withPostProcess`/`withoutPostProcess` builders — the pipelines never read them (v2 post-processing is command-driven via `Draw3D.postProcess`), so they were no-ops. Also removed `Camera2D.overlay`/`Camera3D.overlay` — they only set a viewport and a black clear (no compositing); the equivalent is `render > withViewport > withClear`, and on-top layering is draw order.
### Fixed
- **Docs:** the Culling guide now covers both backends (raylib's `Frustum` vs MonoGame's native `BoundingFrustum`, and the raylib `Camera2D.viewportBounds &camera` form), instead of describing only the raylib types.