Void.Engine
2.1.1
dotnet add package Void.Engine --version 2.1.1
NuGet\Install-Package Void.Engine -Version 2.1.1
<PackageReference Include="Void.Engine" Version="2.1.1" />
<PackageVersion Include="Void.Engine" Version="2.1.1" />
<PackageReference Include="Void.Engine" />
paket add Void.Engine --version 2.1.1
#r "nuget: Void.Engine, 2.1.1"
#:package Void.Engine@2.1.1
#addin nuget:?package=Void.Engine&version=2.1.1
#tool nuget:?package=Void.Engine&version=2.1.1
VOID Engine
A lightweight, modular, extensible 2D game framework for .NET.
What is VOID?
VOID Engine provides the systems most 2D games need without trying to become a giant all-in-one engine.
VOID is built around a simple idea:
Give developers solid defaults without assuming those defaults are right for every game.
Use the built-in systems as they are, extend them, replace them, or ignore the ones you do not need.
VOID deliberately stays focused on framework-level systems. Features such as full physics and full UI frameworks are left to your game or the libraries you choose.
Install
dotnet add package Void.Engine
Or install the project template:
dotnet new install Void.Templates
Then create and run a game:
dotnet new voidgame -n MyGame
cd MyGame
dotnet run
Features
| System | What It Does |
|---|---|
| Rendering | Batched sprite and primitive rendering, texture atlasing, shaders, render targets, post-processing |
| Renderer API | Public renderer-neutral contracts with a pluggable backend architecture |
| Platform | SDL3 windowing, displays, fullscreen modes, events, keyboard, mouse, and gamepads |
| Assets | Mount-based virtual file system, custom asset types, pack loading, LRU eviction |
| Audio | OpenAL playback, sound pooling, priority-based voice stealing, category volumes |
| Saving | AES-GCM encrypted saves with manifest verification |
| Pathfinding | A*, Dijkstra, BFS, and flow fields |
| Coroutines | Tweens, sequencing, delays, waits, and easing |
| Logging | Async logging with console and file sinks |
| Math | Vectors, matrices, rectangles, colors, easing, and random helpers |
| Tooling | Project templates and authenticated encrypted asset packing tools |
| LDtk | LDtk level and asset integration |
Philosophy
Extend, don't modify.
Large engines often try to solve every possible problem.
That can be useful, but it can also leave developers working around systems that do not fit their game.
At the other extreme, very low-level frameworks provide freedom but leave you rebuilding common infrastructure yourself.
VOID sits in the middle.
It provides useful defaults while exposing the places where different games may reasonably need different solutions.
The built-in implementation is not assumed to be the only implementation.
No engine fork required. No fighting hidden internals. No one-size-fits-all workflow.
VOID also aims to keep the normal path simple. Advanced systems should exist underneath the framework without making basic tasks complicated.
Performance-sensitive code is written with allocation behavior, thread safety, and hot-path cost in mind.
VOID 2.0 Rendering Architecture
VOID 2.0 no longer depends on SFML.
The built-in renderer uses Silk.NET.OpenGL, while SDL3-CS handles the platform layer and Silk.NET.OpenAL handles audio.
The OpenGL renderer is a default implementation, not the definition of VOID's rendering system.
Custom renderer backends can be selected through GameSettings:
var settings = GameSettings.Instance
.SetRenderer(() => new MyRenderer())
.Build();
Renderer plugins can implement VOID's public graphics contracts for APIs such as:
- Vulkan
- Direct3D
- Metal
- OpenGL
- custom renderers
VOID exposes native window handles through IRendererContext when a backend requires them.
Higher-level game and engine code remains renderer-neutral.
Read the Custom Renderer documentation
Extensibility
VOID provides extension points where alternate implementations make sense.
| Extension Point | Purpose |
|---|---|
IAsset |
Define custom asset types |
IMount |
Add custom asset sources |
IAtlasPacker |
Replace the texture packing algorithm |
ILogSink |
Add custom logging destinations |
IRendererBackend |
Provide another graphics backend |
IGraphicsDevice |
Implement renderer-specific GPU behavior |
IBatcher |
Add custom batching strategies |
IRenderTarget |
Provide custom render surfaces |
BaseCamera |
Build specialized camera behavior |
ContentTypeWriterReader<T> |
Support custom save-data types |
Examples:
GameSettings.Instance.SetAtlasPacker(typeof(MyAtlasPacker));
AssetManager.Instance.AddMountToStart(new CloudMount());
AssetManager.Instance.RegisterAssetType<MyAsset>(
new[] { ".myext" },
(id, data, tag) => new MyAsset(id, data, tag)
);
Logger.Instance.AddSink(new DatabaseSink());
The defaults are there when you want them.
The extension points are there when you do not.
Asset Packer
VOID includes an API and command-line tool for packaging assets into authenticated, encrypted archives.
Features include:
- AES-GCM authenticated encryption
- adaptive compression
- per-file integrity verification
- configurable chunked encryption
- streaming reads
- incremental updates
- concurrent asset loading support
Install the CLI:
dotnet tool install --global Void.Packer.CLI
Build a pack:
void-packer build -c Content/ -o Packs/
Verify it:
void-packer verify --pack GameAssets.pack
The pack system is intended to make casual extraction and unauthorized reuse more difficult while maintaining practical runtime access.
No client-side asset format can make shipped assets impossible for a determined attacker to recover.
Quick Start Without the Template
Create a normal console project and add VOID:
dotnet new console -n MyGame
cd MyGame
dotnet add package Void.Engine
Create a game class:
using Void.Engine;
public class MyGame : Game
{
public MyGame(GameSettings settings) : base(settings) { }
protected override void OnEnter() { }
protected override void OnUpdate(FrameTime frameTime) { }
protected override void OnDraw(FrameTime frameTime) { }
protected override void OnExit() { }
}
Configure and run it:
using Void.Engine;
var settings = GameSettings.Instance
.SetAppCompany("MyStudio")
.SetAppName("MyGame")
.SetWindow(1280, 720)
.Build();
using var game = new MyGame(settings);
game.Run();
Demos
FlappyBirb
A small Flappy Bird-style example demonstrating the basic VOID workflow.
Scavengers
A larger rogue-lite zombie survival example demonstrating more of the framework working together.
Supported Platforms
| Platform | Status |
|---|---|
| Windows | Supported |
| macOS | Supported |
| Linux | Supported |
VOID uses SDL3 for its platform layer. The built-in graphics backend uses OpenGL.
Requirements
- .NET 10
Runtime graphics, platform, input, and audio dependencies are provided through the engine package.
Documentation
License
MIT.
Use VOID for personal, commercial, open-source, or closed-source projects.
No royalties. No engine fees.
VOID Engine: the foundation is yours. Build the rest your way.
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | 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
- NAudio.SoundFile (>= 3.0.1)
- SDL3-CS (>= 3.4.16)
- SDL3-CS.Linux (>= 3.4.16)
- SDL3-CS.MacOS (>= 3.4.16)
- SDL3-CS.Windows (>= 3.4.16)
- Silk.NET.OpenAL (>= 2.23.0)
- Silk.NET.OpenAL.Soft.Native (>= 1.23.1)
- Silk.NET.OpenGL (>= 2.23.0)
- StbImageSharp (>= 2.30.16)
- Void.Packer (>= 1.0.1)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
VOID Engine 2.1.1
Rendering
- Added renderer-neutral scissor clipping support for batch rendering.
- Added BaseBatcher.SetScissor(Rect2) and ClearScissor().
- Scissor changes automatically flush queued geometry before changing clipping state.
- Scissor rectangles use VOID logical viewport coordinates and scale correctly to active render targets.
- Scissor clipping works correctly with supersampling and custom render targets.
- Added scissor state to renderer-neutral RenderCommand submissions for custom renderer support.
- Added OpenGL scissor support with top-left VOID coordinates converted correctly to OpenGL coordinates.
- Scissor rectangles are clamped to the active render target.
- Render target clears are protected from stale scissor state.
- Scissor state is automatically cleared when a batch ends.
- SpriteBatcher and PrimitiveBatcher inherit scissor support without renderer-specific changes.
Input Actions
- Removed unnecessary per-frame InputActionState dictionary allocations.
- Input action snapshots are now reused when current and previous logical action states have not changed.
- Added a fast path when no input actions are registered.
- Default InputActionState remains allocation-free and treats missing actions as released.
- Preserved stable retained snapshots across subsequent input updates.
- Preserved JustPressed, Pressed, JustReleased, and Up transition behavior.