Mibo.Raylib
1.2.0
See the version list below for details.
dotnet add package Mibo.Raylib --version 1.2.0
NuGet\Install-Package Mibo.Raylib -Version 1.2.0
<PackageReference Include="Mibo.Raylib" Version="1.2.0" />
<PackageVersion Include="Mibo.Raylib" Version="1.2.0" />
<PackageReference Include="Mibo.Raylib" />
paket add Mibo.Raylib --version 1.2.0
#r "nuget: Mibo.Raylib, 1.2.0"
#:package Mibo.Raylib@1.2.0
#addin nuget:?package=Mibo.Raylib&version=1.2.0
#tool nuget:?package=Mibo.Raylib&version=1.2.0
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 |
|---|---|---|
| 2.0.0-rc-003 | 59 | 7/7/2026 |
| 2.0.0-rc-002 | 61 | 7/7/2026 |
| 2.0.0-rc-001 | 69 | 7/2/2026 |
| 1.3.0 | 113 | 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
- `Grid2DSpatial` — Spatial helpers for `CellGrid2D`: `neighbors4`, `neighbors8`, `distanceManhattan`, `distanceChebyshev`, `distanceEuclidean`, `worldToCell`, `inRange`, `lineOfSight`, `lineOfSightCells`, `floodFill`, `findPath` (A/* pathfinding with min-heap).
- `Hex2DSpatial` — Spatial helpers for `HexGrid`: `offsetToCube`, `cubeToOffset`, `cubeRound`, `neighbors`, `distance`, `worldToCell`, `inRange`, `ring`, `spiral`, `lineOfSight`, `lineOfSightCells`, `floodFill`, `findPath`. Supports both PointyTop and FlatTop orientations.
- `Grid3DSpatial` — Spatial helpers for `CellGrid3D`: `neighbors6`, `neighbors26`, `distanceManhattan`, `distanceChebyshev`, `distanceEuclidean`, `worldToCell`, `inRange`, `lineOfSight`, `lineOfSightCells`, `floodFill`, `findPath` (A/* pathfinding).
- `Hex3DSpatial` — Spatial helpers for `HexGrid3D`: `neighbors`, `neighborsHex`, `distance`, `worldToCell`, `inRange`, `lineOfSight`, `floodFill`, `findPath`. Supports both PointyTop and FlatTop orientations.
- 275 unit tests for spatial helpers covering both PointyTop and FlatTop hex orientations, property-based correctness tests (triangle inequality, offset-cube roundtrip, A/* optimality vs BFS, flood fill completeness), adversarial/edge cases (1x1 grids, OOB inputs, boundary worldToCell, goal-blocked LOS), and non-square grid validation.
- `HexGrid<'T>` — 2D hex grid with flat-array storage. Supports both PointyTop and FlatTop orientations via `HexOrientation` DU. Module functions: `create`, `set`, `get`, `clear`, `getWorldPos`, `iter`, `iterVisible`.
- `HexLayout` — Full layout DSL for `HexGrid` matching `Layout` module API surface: `run`, `section`, `padding`, `paddingEx`, `center`, `flowX`, `flowY`, `set`, `setIfEmpty`, `repeatX`, `repeatY`, `fill`, `border`, `rect`, `corners`, `clear`, `generate`, `iter`, `map`, `replace`, `replaceScatter`, `line`, `circle`, `polygon`, `checker`, `checkerBorder`, `scatter`, `scatterBorder`, `scatterLine`, `scatterStamp`.
- `LayeredHexGrid<'T>` — Layered variant with `Dictionary<int, HexGrid<'T>>` layers and `LayeredHexLayout.layer` for composable per-layer DSL.
- `HexGrid3D<'T>` — 3D hex grid with hexagonal positioning in the XZ plane and linear layer height on the Y axis. Supports both PointyTop and FlatTop orientations.
- `HexLayout3D` — Full layout DSL for `HexGrid3D` matching `Layout3D` API surface: `run`, `section`, `padding`, `paddingEx`, `center`, `flowX`, `flowY`, `flowZ`, `set`, `setIfEmpty`, `repeatX`, `repeatY`, `repeatZ`, `column`, `fill`, `clear`, `floorHex`, `wallXY`, `wallYZ`, `shell`, `edges`, `line`, `sphere`, `cylinder`, `generate`, `generateHexLayer`, `generateXY`, `generateYZ`, `iter`, `map`, `replace`, `replaceScatter`, `scatter3D`, `scatterHexLayer`, `scatterXY`, `scatterYZ`, `scatterShell`, `scatterEdges`, `scatterStamp`, `checker3D`, `checkerHexLayer`, `checkerXY`, `checkerYZ`, `checkerShell`.
- `LayeredHexGrid3D<'T>` — Layered variant with `Dictionary<int, HexGrid3D<'T>>` layers and `LayeredHexLayout3D.layer` for composable per-layer DSL.
- `HexGrid3DRenderer` — Rendering functions for hex grids: `render`, `renderVolume`, `renderWithIndices`, `renderInstanced`, `renderVolumeInstanced`.
- Non-uniform dimension tests for 2D, Hex2D, and 3D grids validating correct face/edge positions for shell, border, corners, scatterShell, and scatterBorder functions.
- Hex grid documentation: comprehensive guides for 2D and 3D hex grids covering orientation, coordinates, adjacency, pathfinding, elevation patterns, instanced rendering, and complete game examples (strategy maps, Civilization-style maps).
- `KeyCombo of Set<KeyboardKey>` trigger type for simultaneous key combinations in the input mapper.
- `InputMap.keyCombo` helper for binding actions to key combos (e.g., `> InputMap.keyCombo Save (Set [KeyboardKey.LeftControl; KeyboardKey.S])`).
- `GameConfig` DSL functions: `withWidth`, `withHeight`, `withMinWidth`, `withMinHeight`, `withTitle`, `withTargetFPS`.
- Resizable window support via `GameConfig.MinWidth` and `GameConfig.MinHeight` — when set, enables `ConfigFlags.ResizableWindow` and calls `Raylib.SetWindowMinSize`.
- 4 unit tests for key combo functionality (combo starts, releases, partial hold, multiple combos per action).
- `Cmd.signalExit` for programmatic window exit from `update` functions. Signals the runtime to exit after the current frame completes. Window close via X button or Alt+F4 continues to work independently.
### Changed
- **Breaking:** Default exit key disabled (`SetExitKey(KeyboardKey.Null)`). The ESC key no longer closes the window. Games must handle window close via the OS close button (X) or Alt+F4. To re-enable a custom exit key, call `Raylib.SetExitKey(key)` in your init or use a subscription to dispatch a quit message.
- **Breaking:** `Cmd<'Msg>` discriminated union has new `Quit` case. Users with exhaustive pattern matches on `Cmd<'Msg>` must handle the new case (or add a wildcard match).
- **Breaking:** `GameConfig` struct has new fields (`MinWidth: int voption`, `MinHeight: int voption`). Users constructing `GameConfig` records directly must add these fields. Users using `GameConfig.defaultConfig` or the DSL functions are unaffected.
- **Breaking:** `Trigger` discriminated union has new `KeyCombo of Set<KeyboardKey>` case. Users with exhaustive pattern matches on `Trigger` must handle the new case (or add a wildcard match).
- `GameContext.WindowWidth` and `GameContext.WindowHeight` now update automatically when the window is resized (e.g., via OS resize or fullscreen toggle). Previously these were set once at creation and never changed.