BonEngineSharp 1.1.0
See the version list below for details.
dotnet add package BonEngineSharp --version 1.1.0
NuGet\Install-Package BonEngineSharp -Version 1.1.0
<PackageReference Include="BonEngineSharp" Version="1.1.0" />
paket add BonEngineSharp --version 1.1.0
#r "nuget: BonEngineSharp, 1.1.0"
// Install BonEngineSharp as a Cake Addin #addin nuget:?package=BonEngineSharp&version=1.1.0 // Install BonEngineSharp as a Cake Tool #tool nuget:?package=BonEngineSharp&version=1.1.0
BonEngine Sharp
BonEngine
is a code-based game engine designed to be simple and straightforward, with as little setup as possible. It covers 2d rendering, assets, sound effects, music, input, config files, and more.
BonEngineSharp
is a C# bind of BonEngine
. The APIs are nearly identical, so in this doc we'll only cover few examples and not the whole API. To view the full API you can check out the BonEngine repo.
Install
To install use nuget:
Install-Package BonEngineSharp
Or grab the latest build from releases and add reference manually.
Important - no Any CPU
SinceBonEngineSharp
is a wrapper around a CPP library, your project needs to be built as either x86
or x64
, but it can't be Any CPU
. Same code can be used for both platforms, there's no difference in API or how you use the engine.
Platforms
BonEngineSharp
is built for .net core 3.0, and it uses a CPP library compiled for Windows Desktop (x86 or x64) with VS2019 tools.
If you want to build projects for different platforms, you need to build the CPP dlls yourself (from this repo).
Note that the CPP side is built with SDL and should be cross platform, but it wasn't officially tested or built for non-desktop targets.
How To Use
BonEngine
is very easy to setup:
using BonEngineSharp;
/// <summary>
/// A basic example scene.
/// </summary>
class MyScene : Scene
{
// called when scene loads
protected override void Load()
{
}
// called when scene unloads
protected override void Unload()
{
}
// called every frame to do updates
protected override void Update(double deltaTime)
{
}
// called every frame to draw scene
protected override void Draw()
{
}
// called every constant interval to update physics related stuff
protected override void FixedUpdate(double deltaTime)
{
}
}
/// <summary>
/// Start the application.
/// </summary>
static void Main(string[] args)
{
using (var scene = new MyScene()) {
BonEngine.Start(scene);
}
}
Once running, you can change your active scene:
Game.ChangeScene(newScene);
Managers
BonEngine
is divided into 7 subsystems, called managers
. These managers implement the vast majority of the engine's APIs, and they are:
Game
Application and global game stuff, like changing scene, exiting game, load config from file, retrieve delta time, ect.
Assets
Load and create assets - images, sound effects, music, config files, ect.
Gfx
Everything related to graphics and rendering.
Sfx
Everything related to sound effects and music.
Input
Implements user input, either by querying keyboard and mouse states or by checking "actions" which are bound to different keys.
Log
Provide basic logs.
Diagnostics
Get diagnostics and debug data, like FPS, number of draw calls, ect.
Continue Reading
To see more about BonEngineSharp
, check out its git repo or online docs.
Learn more about Target Frameworks and .NET Standard.
This package has no dependencies.
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 |
---|---|---|
1.5.5 | 504 | 7/3/2021 |
1.5.4 | 394 | 1/13/2021 |
1.5.3 | 339 | 1/11/2021 |
1.5.2 | 360 | 1/9/2021 |
1.5.1 | 354 | 1/8/2021 |
1.4.1 | 460 | 12/11/2020 |
1.4.0 | 423 | 11/30/2020 |
1.3.31 | 603 | 11/27/2020 |
1.3.3 | 383 | 11/24/2020 |
1.3.2 | 466 | 11/7/2020 |
1.3.1 | 484 | 8/31/2020 |
1.3.0 | 470 | 8/24/2020 |
1.2.6 | 569 | 8/1/2020 |
1.2.5 | 462 | 7/10/2020 |
1.2.4 | 483 | 7/5/2020 |
1.2.3 | 461 | 7/3/2020 |
1.2.2 | 596 | 6/27/2020 |
1.2.1 | 457 | 6/23/2020 |
1.1.0 | 501 | 6/13/2020 |
First stable release.