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Void is a new free & open source (MIT licensed) .NET / C# game development framework. It should feel immediately familiar to any XNA or MonoGame developer. The Void engine is described as:
Void is composed of the following components:
SystemWhat It DoesRenderingBatched sprite and primitive rendering, texture atlasing, shaders, render targets, post-processingRenderer APIPublic renderer-neutral contracts with a pluggable backend architecturePlatformSDL3 windowing, displays, fullscreen modes, events, keyboard, mouse, and gamepadsAssetsMount-based virtual file system, custom asset types, pack loading, LRU evictionAudioOpenAL playback, sound pooling, priority-based voice stealing, category volumesSavingAES-GCM encrypted saves with manifest verificationPathfindingA*, Dijkstra, BFS, and flow fieldsCoroutinesTweens, sequencing, delays, waits, and easingLoggingAsync logging with console and file sinksMathVectors, matrices, rectangles, colors, easing, and random helpersToolingProject templates and encrypted asset packing toolsLDtkLDtk level and asset integration
Key Links
Void GitHub Repository
Void Documentation
LDtk Homepage
You can learn more about the Void gamedev framework and see it in action in the below.
Quote:VOID Engine is a lightweight, modular 2D game framework for .NET.
It provides the systems most games need without trying to become a giant all-in-one engine.
VOID is built around a simple idea:
Give developers solid defaults without assuming those defaults are right for every game.
Use the built-in systems as they are, extend them, replace them, or ignore the ones you do not need.
VOID deliberately stays focused on framework-level systems. Features such as full physics and UI frameworks are left to your game or the libraries you choose.
Void is composed of the following components:
SystemWhat It DoesRenderingBatched sprite and primitive rendering, texture atlasing, shaders, render targets, post-processingRenderer APIPublic renderer-neutral contracts with a pluggable backend architecturePlatformSDL3 windowing, displays, fullscreen modes, events, keyboard, mouse, and gamepadsAssetsMount-based virtual file system, custom asset types, pack loading, LRU evictionAudioOpenAL playback, sound pooling, priority-based voice stealing, category volumesSavingAES-GCM encrypted saves with manifest verificationPathfindingA*, Dijkstra, BFS, and flow fieldsCoroutinesTweens, sequencing, delays, waits, and easingLoggingAsync logging with console and file sinksMathVectors, matrices, rectangles, colors, easing, and random helpersToolingProject templates and encrypted asset packing toolsLDtkLDtk level and asset integration
Key Links
Void GitHub Repository
Void Documentation
LDtk Homepage
You can learn more about the Void gamedev framework and see it in action in the below.

