Five optimizations measured on the 100k-entity stress scene (Release, vsync off): 103 FPS baseline -> 297 FPS. - Sprite submission and vertex building run on all cores above Renderer2DOptions.ParallelThreshold (default 8192). Work is sliced into 4096-entity segments: a Friflo chunk holds a whole archetype, so per-chunk parallelism degenerates to one thread. Segments merge in deterministic order, preserving radix sort stability. - Vertex buffer is ring-written with SetDataOptions.NoOverwrite (GPU buffer 2x frame size); Discard only on wrap-around. - Texture2DRegion precomputes UVs - four float divisions per sprite per frame removed. - Renderer2D exposes per-phase timings (submit/sort/build/upload/draw), shown in the sample HUD - all further optimization is data-driven. - Sample BounceSystem parallelized the same segmented way. 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 below the renderer's parallel threshold; above it Parallel.For scheduler overhead is the accepted trade. A Friflo chunk holds a whole archetype — parallelize by slicing chunks into segments, never by chunk alone. Measure in Release only, using the Renderer2D phase timings.
- 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.