scene.UseUI() creates a per-scene Myra Desktop and registers UiRenderSystem last in the draw phase (UI on top, window pixels). GameHost now exposes itself as a Game service (Myra needs the instance; useful for games too). Myra was picked over Gum/ImGui for the FontStashSharp ecosystem fit, pipeline-free assets and maturity; its internal SpriteBatch use is a documented exception to the engine rule. Sample: on-screen HUD replaces window-title-only stats — live FPS label, music volume slider and scene-switch buttons on both scenes. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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mrgameeng
2D game engine built on MonoGame 3.8.4 (DesktopGL), .NET 8, C#. ECS-first: Friflo.Engine.ECS 3.6 is tightly integrated into the core — all gameplay state lives in components, all logic in systems.
Design docs and developer documentation live in docs/ and are written in Russian.
Keep them up to date when architecture or conventions change.
Solution layout
src/ MrGameEng.* engine libraries (one per functional area)
samples/ MrGameEng.Sample — demo game showcasing every engine feature
tests/ xUnit test projects, one per engine library
docs/ architecture, conventions, roadmap (Russian)
Engine modules: Core (game loop, ECS world, scenes, time), Graphics (custom batched
renderer, camera, sprites), Input, Audio, Assets (runtime loading, no content
pipeline), Assets.Generator (Roslyn source generator for typed asset handles),
UI (Myra integration: scene.UseUI() after UseRenderer2D()).
Dependency rule: every module may depend only on Core; Core depends only on
MonoGame and Friflo.Engine.ECS. Assets.Generator is a netstandard2.0 analyzer.
Documented exception: Myra renders with its own SpriteBatch internally.
Commands
dotnet build MrGameEng.sln
dotnet test MrGameEng.sln
dotnet run --project samples/MrGameEng.Sample
Architecture rules
- ECS-first: components are plain data (
structimplementingIComponent), behavior goes into Friflo systems (QuerySystem), wired throughSystemRoot. NoUpdate()methods on game objects, no inheritance-based entities. - Hot paths (per-frame systems) must be allocation-free.
- Rendering: custom batcher in
Graphics(vertex buffers, layer→depth→texture sort, atlas support);SpriteBatchis not used in engine code. Draw systems write vertices directly from Friflo chunk iteration. Orthographic camera (one active per scene), registered render layers (World or Screen space, optional Y-sort), AABB culling against the camera rect before vertices are written. - No MGCB content pipeline. Assets are raw files under
Assets/, loaded at runtime (textures viaTexture2D.FromFile, fonts via FontStashSharp, ogg via NVorbis, shaders precompiled bydotnet-mgfxcat build time). Game code references assets only through generated typed handles (AssetRef<T>), never string paths. - New engine functionality goes into the matching module, or a new
MrGameEng.<Area>library if it is a distinct area — never intoCoreby default. - Every public engine feature must be demonstrated in
MrGameEng.Sampleand covered by tests where logic is testable without a GPU.
Code conventions
- Nullable reference types enabled, warnings as errors, file-scoped namespaces.
- Public engine API requires XML doc comments (English).
- Tests: xUnit, named
Method_Scenario_Expectation.