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A game engine.
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Latest commit 27c6a50 Jun 22, 2019


Build status

Release Package: nuget release

What is it?

Adfectus is a cross-platform game engine written in C# using .NetCore, with the intent of abstracting the lower levels of game programming, without taking away control from the developer. The core principle is that making games as a programmer should be about coding, and not about drag and drop interfaces, or wrestling with linking libraries and making the same interfaces over and over again. I made this to provide indie developers (and mostly myself) with a foundation which can be extended and adapted to a game's needs.


Supported platforms are:

  • MacOS 10.12 Sierra x64 +
  • Debian 9+ x64 +
    • Linux Mint 18 +
    • Ubuntu 17.10 +
  • Windows 7 x64 +

For additional supported platforms, lookup .NetCore 3.0 support.


Platforms Tested On:

  • Windows 10 x64
    • Intel HD Graphics 620
    • Nvidia 940MX
    • AMD R9 200
    • Nvidia 970M
    • Nvidia 1060
  • Windows 7 x64
    • Nvidia 970M
  • Linux Mint 19.1
    • Nvidia 970M NV124 Nouveau Driver
    • Nvidia 960M Unknown Driver
    • Nvidia 1060
  • Manjaro Linux 18
    • Nvidia 1060
  • MacOSX 10.13 High Sierra
    • MacBook Air (Intel 4000)

Features So Far

  • Window creation and configuration.
  • SIMD vector and matrix math, through System.Numerics.
  • Mouse and keyboard input.
    • Detect key down, key up, and key held independently.
    • Detect text input.
  • Asset loading and management.
    • Textures: All FreeImage supported formats. ex. BMP/PNG/JPEG/GIF
    • Fonts: All FreeType supported formats. ex. TTF/OTF
    • Sounds: RIFF WAV
    • Text Files
    • Binaries
    • Custom asset sources.
  • Camera system.
    • Default cameras include one which follows the mouse and one which follows a target transform.
    • Easy to create your own.
  • Rendering
    • Drawing of things like lines, rectangles, triangles, and circles.
      • These are all drawn as triangles, no GL_LINES here, monsieur!
    • Super fast rendering of many objects at once (less draw calls) through the magic of MapBuffers, batching, and streaming.
    • Model matrix stack.
    • Textures with alpha testing and blending.
    • Draw order independent.
    • Spritesheet based animation.
    • Text.
      • Includes advanced font drawing with control over each individual glyph.
      • Extensible Richtext class featuring auto wrapping, alignment, markup, and more.
    • Draw arbitrary vertices, the wrapper gives you control over your own model matrix and buffers.
    • Easy shader creation with fallbacks and helper uniforms.
  • Sound engine with fading effects.
    • Play on multiple layers with individual control over them.
    • Queue sounds one after another.
    • Seemless looping through streaming buffers.
  • UI system.
    • Customize base controls through inheritance or use them straight away.
    • Layouting and anchoring.
    • Parenting system.
    • Comes with basic controls such as labels, buttons, scrollbar, and more.
  • Easy tilemap drawing.
    • Integration with the Tiled application.
    • Includes layer opacity, multiple tilesets, animated tiles, and more.
  • An implementation of A*.
    • With the ability to add a custom heuristics function, and perform other customizations.
  • A Javascript scripting engine.
  • Logging.
    • Runs on another thread as not to interrupt your game.
    • Remote logging to PaperTrail and other services which support the protocol.
  • Graphical debugging and a command console.
    • Debug the camera, or UI through the engine.
    • Execute scripting commands at real time.
  • Scenes.
  • Framerate independent timing, semi-fixed step and free-step based on configuration.
    • Managed delta time and total time access in the shader for cool effects.
    • The update loop will always be up to date when a target fps is selected.
  • QuadTree Implementation
  • Framebuffer stack and easy framebuffer (RenderTarget) management.
  • MSAA
  • Lots of configuration through settings and flags.
  • Steam integration.
  • ImGui integration.
  • XInput Controller integration.


The documentation is still a work in progress.

For more information you can refer to the automated tests here - Adfectus.Tests.

Building and Using

Just clone and build. Everything is included, it shouldn't take more than that. You can also use the Adfectus and AdfectusDebug packages on Nuget.

Projects Used

.NetCore 3.0


  • Used for input management, window creation, and OpenGL context creation.
  • Custom wrapper utilizing .NetCore 3.0
  • Included native libraries for MacOS, Linux, Windows64, and Windows86
  • Included vcruntime140 dependency on Windowsx64


  • Used for drawing.
  • Custom wrapper utilizing .NetCore 3.0, based on OpenGL.Net


  • Used for loading and converting image files into drawable textures.
  • Custom wrapper utilizing .NetCore 3.0, based on FreeImage.Standard
  • Included native libraries for MacOS, Linux, Windows64, and Windows86
  • Included vcomp120 dependency on Windowsx64
  • Included libpng dependency on MacOS


  • Used for loading of fonts and generation of font atlases.
  • Custom wrapper utilizing .NetCore 3.0, based on SharpFontStandard
  • Included native libraries for MacOS, Linux, Windows64, and Windows86
  • Included msvcr100 dependency on Windowsx64


  • Used for playing and controlling sound.
  • Custom wrapper utilizing .NetCore 3.0
  • Included native libraries for MacOS, Linux, Windows64, and Windows86
  • Included sndio dependency on MacOS


  • Used for loading .tmx files as tile maps
  • Provided by TiledSharp


  • Javascript script engine used for providing a scripting interface if one is needed.
  • Provided by Jint



Inspired By

  • Processing
  • MonoGame
  • LOVE Framework
  • Sparky
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