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Getting MicroEngine

MicroEngine is open source under the MIT License and lives in a public repository on GitHub: github.com/NastMz/MicroEngine. It is in Alpha (SDK status). There are no published NuGet packages or project templates yet, so a game uses the engine from a copy of the repository.

Only want to play the demos? They are on the demo pages, in the browser and as downloads (Downloads).

Requirements

  • The .NET 10 SDK.
  • Windows, Linux or macOS to develop. Games run on Windows, Linux, macOS, Android, iOS and in browsers, each validated to the level stated in Platforms.

Build and run

Terminal window
git clone https://github.com/NastMz/MicroEngine.git
cd MicroEngine
dotnet test MicroEngine.slnx -c Release
dotnet run --project samples/HelloEngine -c Release

The demos run the same way, for example dotnet run --project games/MeadowRun -c Release. They are there to play and to learn from; they are not MIT licensed (see Licensing).

Start your own game

A game is a .NET console project that references the engine and the official desktop platforms (SDL 3 by default, raylib as an alternative):

<ItemGroup>
<ProjectReference Include="path/to/MicroEngine/src/MicroEngine.Desktop/MicroEngine.Desktop.csproj" />
</ItemGroup>

Copy samples/HelloEngine as a starting point (it is MIT licensed, so you may reuse it freely), then follow Making a game. Keep the engine as a Git submodule or a copied folder: both work, and both keep its licence file next to it.

To ship SDL only, reference src/MicroEngine.Sdl and pass your own catalog to GameLauncher.Run (SDK status).

Planned: SDK-1

NuGet packages (MicroEngine, MicroEngine.Sdl, MicroEngine.Raylib, MicroEngine.Desktop) and dotnet new templates are prepared but not published (SDK status). The commands will be documented here when they exist.

Licence

The engine is MIT: use it in personal and commercial games with no royalties, and ship it inside them with its licence notice. See Licensing for what that means in practice, and for the demo games’ terms.