Mibo 1.3.0
See the version list below for details.
dotnet add package Mibo --version 1.3.0
NuGet\Install-Package Mibo -Version 1.3.0
<PackageReference Include="Mibo" Version="1.3.0" />
<PackageVersion Include="Mibo" Version="1.3.0" />
<PackageReference Include="Mibo" />
paket add Mibo --version 1.3.0
#r "nuget: Mibo, 1.3.0"
#:package Mibo@1.3.0
#addin nuget:?package=Mibo&version=1.3.0
#tool nuget:?package=Mibo&version=1.3.0
Mibo
Mibo is a lightweight, Elmish-inspired micro-framework for F# that helps you build games on top of MonoGame (the underlying game framework). It’s designed to stay fun for small games while still providing an upgrade path for bigger projects (ARPG/RTS-style complexity) without forcing you to rewrite your engine.
Key ideas:
- Keep
updatepure (MVU) - Submit render commands to a
RenderBufferinview - Use explicit boundaries (tick ownership, phases, snapshot barriers) when scaling up
If you prefer learning by example, check out the working sample projects:
samples/2DSample(2D sample)samples/3DSample(3D sample)
What’s in the box?
- Elmish runtime for MonoGame games (MVU loop)
- optional fixed timestep support
- optional frame-bounded dispatch for stricter frame boundaries
- Input (raw input + semantic mapping / rebinding-friendly)
- Assets (loading + caching helpers)
- Rendering
- 2D SpriteBatch renderer (layers + multi-camera amenities)
- 3D renderer with opaque/transparent passes + multi-camera amenities
- Sprite3D “90% path” for unlit textured quads and billboards
- escape hatches (
DrawCustom) when you need custom GPU work
- Camera helpers + culling utilities
Documentation
The docs live in docs/ and are intended to be the authoritative reference.
Start here:
- Architecture
- Elmish runtime:
docs/elmish.md - System pipeline (phases + snapshot):
docs/system.md - Scaling ladder (Simple → Complex):
docs/scaling.md
- Elmish runtime:
- Core services
- Input:
docs/input.md - Assets:
docs/assets.md
- Input:
- Rendering
- Overview / composition:
docs/rendering.md - 2D:
docs/rendering2d.md - 3D:
docs/rendering3d.md - Camera:
docs/camera.md
- Overview / composition:
Getting started
Prerequisites:
- .NET SDK 10
- A working OpenGL setup (MonoGame DesktopGL)
From the repo root:
dotnet --version
dotnet tool restore
dotnet restore
dotnet build
dotnet test
Templates
Mibo provides project templates to get you started quickly.
Install the templates:
dotnet new install Mibo.Templates
Create a new project:
# 2D Game
dotnet new mibo2d -n My2DGame
# 3D Game
dotnet new mibo3d -n My3DGame
# Multi-Platform (Desktop, Android, iOS)
dotnet new mibo-multi -n MyMultiPlatformGame
Run the samples
2D sample:
dotnet run --project samples/2DSample/MiboSample.fsproj
3D sample:
dotnet run --project samples/3DSample/3DSample.fsproj
Content pipeline tooling
This repo uses local dotnet tools (see .config/dotnet-tools.json) for MonoGame content:
mgcb/mgcb-editor-*
If you need to edit a content project:
dotnet tool restore
# Run the editor appropriate for your OS
dotnet mgcb-editor-linux
# or dotnet mgcb-editor-windows / dotnet mgcb-editor-mac
Build the documentation site (optional)
The repo uses fsdocs-tool.
dotnet tool restore
dotnet fsdocs build
To watch locally while editing:
dotnet tool restore
dotnet fsdocs watch
Repo structure
src/Mibo— the core framework librarysrc/Mibo.Tests— unit testssrc/Templates— project templates sourcesamples/2DSample— 2D sample gamesamples/3DSample— 3D sample gamedocs/— documentation source
Feedback welcome
If you’re interested in using F# beyond simple 2D games—while still staying in the MonoGame ecosystem—issues and PRs are very welcome.
| 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 was computed. 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. |
-
net8.0
- FSharp.Core (>= 10.0.102)
- FSharp.UMX (>= 1.1.0)
- JDeck (>= 1.0.0)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
### Added
- Rendering: **Modern Render Pipeline** (Authored in `Mibo.Rendering.Graphics3D`). A high-performance, data-oriented alternative to the legacy 3D system.
- Rendering: **HDR Rendering Path**. Pipeline now utilizes `Vector4` (128-bit) targets to preserve high-intensity light for bloom and tone mapping.
- Rendering: **Advanced Post-Processing**. Integrated Bloom (with multi-tap blur) and ACES Tone Mapping.
- Rendering: **Parity with Legacy System**. Ported optimized batchers for Quads, Billboards, and 3D Lines into the modern pipeline.
- Rendering: **Skinned Animation**. Full support for Bone matrices in both the PBR forward shader and shadow casting pass.
- Rendering: **Unlit Routing**. Automatic material-based routing to high-performance unlit or emissive shaders.
- Rendering: **Flexible Line Rendering**. Added `DrawLinesEffect` for batching 3D lines using custom shaders.
- DSL: Enhanced `draw { ... }` with `withBones` and `withEmissive` operations.
- Assets: Extended `PBR.fx` standard shader with full support for Emissive, Metallic/Roughness, and AO maps.
### Changed
- Rendering: Legacy 3D pipeline is now deprecated in favor of the modern system. It remains available under `Mibo.Rendering.Legacy3D` but it now shows a warning.