Mibo.Raylib
1.1.0
See the version list below for details.
dotnet add package Mibo.Raylib --version 1.1.0
NuGet\Install-Package Mibo.Raylib -Version 1.1.0
<PackageReference Include="Mibo.Raylib" Version="1.1.0" />
<PackageVersion Include="Mibo.Raylib" Version="1.1.0" />
<PackageReference Include="Mibo.Raylib" />
paket add Mibo.Raylib --version 1.1.0
#r "nuget: Mibo.Raylib, 1.1.0"
#:package Mibo.Raylib@1.1.0
#addin nuget:?package=Mibo.Raylib&version=1.1.0
#tool nuget:?package=Mibo.Raylib&version=1.1.0
Mibo.Raylib
Install the templates:
dotnet new install Mibo.Raylib.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.Raylib 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.Raylib is a port of my first attempt at this Mibo micro-framework from MonoGame to raylib-cs, designed to allow F# developers to write games using familiar Elmish 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
Run the samples
2D Platformer:
dotnet run --project samples/PlatformerSample
Controls: WASD / Arrows to move, Space to jump, R to respawn.
3D Platformer:
dotnet run --project samples/ThreeDSample
Controls: WASD (camera-relative), Space to jump.
License
Mibo.Raylib is distributed under the zlib/libpng License.
Built on
Mibo.Raylib is built on top of:
- raylib — the cross-platform graphics library that powers the rendering, input, and audio layers
- raylib-cs — the C# bindings that make raylib accessible from .NET
Feedback
Issues and PRs are very welcome. If you're interested in using F# for game development beyond simple 2D games, Mibo.Raylib 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 (>= 10.1.300)
- FSharp.UMX (>= 1.1.0)
- Raylib-cs (>= 8.0.0)
-
net8.0
- FSharp.Core (>= 10.1.300)
- FSharp.UMX (>= 1.1.0)
- 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
- `ShadowDepthResources` struct bundling shadow shader + material + uniform locations.
- `ShadowPassHelpers` module with `collectShadowCasters`, `createDirectionalShadowCamera`, `renderShadowRegion`, `collectMeshDraws` helpers.
- `PipelineFunctions` module with `preScan`, `clearLights`, `warmMaterial`, `handleDrawMesh`, `handleDrawModel`, `handleDrawSkinnedMesh`, `handleDrawMeshInstanced`, `handleDrawBillboard`, `handleDrawBillboardBatch`, `handleLightCommand`, `applyCameraConfig` helpers.
- 2D normal map support: `SpriteState.NormalMap` field for per-pixel lighting on lit sprites. `LightContext2D` manages two shader variants (standard and normal-mapped) and switches between them via `BeginShaderMode`. The normal-map shader uses a 2D-compatible Half-Lambert lighting model (`NdotL = max(1.0 + dot(normal.xy, L), 0)`) for correct visual results with 2D light directions.
- `LightDraw.litAnimatedSprite` helper for animated sprites with automatic flip handling.
- `SpriteState` promoted to top-level type with builder DSL (`create`, `withNormalMap`, `withLayer`, etc.).
- `Animation3DClips` type for loading and querying 3D skeletal animation clips from `ModelAnimation[]`. Supports name-based and index-based lookup.
- `Animation3DState` struct for per-entity 3D animation playback with `play`, `playByIndex`, `playIfNot`, `blendTo`, `blendToByIndex`, `update`, and `applyToModel`. Uses `UpdateModelAnimation` for single-clip playback and `UpdateModelAnimationEx` for crossfade blending.
- `AnimatedMesh` type for shared GPU skinning data — extracts mesh and inverse bind pose from a `Model`. `computeBoneMatrices` performs pure keyframe interpolation (lerp/slerp) and inverse-bind-pose multiplication without mutating the model.
- GPU skinning vertex shaders (`forwardVertexSkinned`, `depthShadowVertexSkinned`) using raylib's `vertexBoneIndices`/`vertexBoneWeights` attributes and `boneMatrices[128]` uniform.
- `ForwardPbrPipeline.DrawSkinnedMesh` now uploads bone matrices and uses the GPU skinning shader (was a CPU skinning placeholder).
- `IAssets.ModelAnimations: path: string -> ModelAnimation[]` for loading skeletal animations from glb/gltf/iqm files.
- 42 unit tests for `Animation3DClips` and `Animation3DState` covering creation, playback, update, blending, and edge cases.
- ThreeDSample: Player character (`character-oobi.glb`) now animates with idle/walk/jump animations and 0.15s crossfade transitions.
### Changed
- **Breaking:** `ForwardPbrPipeline` refactored — original monolithic class (2167 LOC, 3× duplicated shader variants) replaced with parameterized implementation using `ShaderVariant` structs, self-contained command handlers, and decomposed helpers. Internal `PipelineContext` class eliminated. `MaterialKey.fromMaterial3D` now computed once per draw instead of 3×. Public API (`ForwardPbrPipeline` constructor and `IRenderPipeline3D` interface) is unchanged; consumers using the pipeline via `Renderer3D.create (ForwardPbrPipeline()) view` should see no behavioral difference. Consumers referencing internal types from the old implementation (e.g., `PipelineContext`) will need to update.
- **Breaking:** `LitSprite` command signature changed — now carries `LightContext2D * SpriteState` instead of 8 individual fields. Consumers must update pattern matches and `LightDraw.litSprite` call sites to use the new `SpriteState` type.
- **Breaking:** `IRenderPipeline3D.Execute` signature changed from curried (`gameCtx -> buffer -> rtPool -> unit`) to tupled (`gameCtx * buffer * rtPool -> unit`). All implementations and call sites must update.
- `SpriteState` moved from `Command2D` module to top-level `Mibo.Elmish.Graphics2D` namespace.
- `Renderer2D` refactored: extracted command dispatch into `module private CommandHandlers` with `RendererState` struct threaded `byref`. Post-processing extracted into `PostProcess2D` module. Class reduced from ~530 LOC to ~60 LOC of orchestration.
- `RenderBuffer2D.Sort` optimized: layer keys are now precomputed during `Add` (O(n) pattern matches) and sort uses `Array.Sort(keys, items, ...)` with primitive int comparisons, eliminating O(n log n) repeated pattern matching over the 37-case `Command2D` union. Sort is now stable — same-layer commands preserve insertion order via packed `int64` keys (layer in high 32 bits, insertion index in low 32 bits).
- Shadow rendering: `collectMeshDraws` now partitions draws (non-skinned first, skinned second) to minimize shader switches in the shadow pass.
- Shadow rendering: `renderShadowRegion` skips `computeNormalMatrix` and `SetShaderValueMatrix` when consecutive meshes share the same transform.
- Removed `lightsDirty` class field from `ForwardPbrPipeline`; handlers now check only `ShaderVariant.LightsDirty`. `handleLightCommand` sets all three variants' dirty flags directly.
### Fixed
- Shadow depth shader uniform locations were sourced from the forward skinned shader instead of the actual shadow depth shaders, causing incorrect shadow transforms.
- `BeginShaderMode` was missing for non-skinned meshes in the shadow depth pass — normal matrix was uploaded to whatever shader happened to be active.
- `lightsDirty` was never cleared after the first light upload, causing redundant light uniform uploads every draw call.
- Shadow caster loop bound used `shadowLocs.CasterCount` (a uniform location ID) instead of `atlasCfg.MaxCasters`.
- `uploadShadowUniforms` used a fragile `cameraPos <> Unchecked.defaultof<Vector3>` guard that failed when camera was at world origin.
- Material uniforms were always uploaded even when the same material was used consecutively; re-introduced material cache check via `LastMaterialKey`/`HasLastMaterial` on `ShaderVariant`.
- Duplicate `<summary>` XML doc block on `ForwardPbrPipeline` type.
- `preScan` test cases used `let` instead of `use` for `RenderBuffer3D`, leaking rented arrays from `ArrayPool`.