Logo Mibo

Where to start

Mibo ships two program runtimes (MVU and Adaptive) over one shared kernel, with two interchangeable rendering backends (raylib and MonoGame). This page routes you to the right guide. The linked pages teach; the API reference holds the signatures.

A new project

  1. Install the templates and write the minimal program: Welcome to Mibo.
  2. Pick the runtime: The Elmish Architecture for the classic MVU loop, or Adaptive Overview for a derived-state graph.
  3. Pick the backend and reference the matching host package; the package table states the pairs.

A game, in order

  1. Draw something. 2D Rendering Overview or 3D Rendering Overview.
  2. Design a level. Level Design Overview.
  3. Wire input, assets, and audio. Input covers input, then Animation, Assets, Diagnostics, and Audio.
  4. Keep the frame budget. 2D Performance, F# for Perf, and Scaling Mibo.

I want to…

Goal

Start at

Build a map step by step

Build a Map End to End

Author a level in F#

Code-First Maps

Author a level in KDL or XML

Authored Maps

Build a 2D map

Code-First Maps

Build a 3D map (height and spans)

3D from 2D

Draw a grid with instancing

GPU Instancing

Use hex grids

Hex Grids

Move off the retired grids

Migrating to Mibo v6

Older docs

The V5-and-below archive and the V1 archive hold frozen snapshots. They are not linked in the sidebar.

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