GeonBit engine first release!

Some of you may know GeonBit.UI, the UI system I wrote for MonoGame. GeonBit.UI was part of a larger project, GeonBit engine, which is finally ready! Or at least ready enough to be distributed. :slight_smile:

You can now get GeonBit engine at

What is it

GeonBit is an entity-component-system based game engine built on-top of MonoGame.

On top of the extensive ECS system, it has lots of useful components right out of the box, like UI, skinned animations, rendering queues with support in transparent / opaque drawing, opacity ordering, 3d sounds, octrees, game input, files manager, sprites and animations, particles, materials system, skybox, backgrounds, camera controllers, and much much more. Basically everything you need to make a hobby 3d game!

You can see few demos made with GeonBit here:
Installation is quite simple as well, you just need to download a template and create a new project from it.

Any feedback would be appreciated :slight_smile: Its still very new and I’m sure there’s a lot to improve.

And special thanks to @nkast, the skinned models are heavily based on his wonderful code and he even helped me with some questions in messages :slight_smile:

Note that the license is MIT and ofc totally free for commercial and non-commercial games, but there’s a statement saying its supposed to be for the purpose of developing games, educational stuff and some other listed things.



Just like to say congratulations on getting this completed and ready for you, though I haven’t done much Monogame development, I’m interested in the progress it makes and the added features the community provides like GeonBit. Hope it goes well for you.

One question though,

The document pages like the above, what do you use to make these? I’m guessing it’s something like SandCastle, but better since that no longer exists -


Thanks :slight_smile:

I actually use SandCastle I didn’t know they were shutting down :frowning: Anyway looks like its still maintained for now, and probably will live on for at least couple of years.

BTW a nice tip I found about writing in-code docs: if you set visual studio to generate doc XMLs + set the “treat warnings as errors” flag (something I always do anyway), the result is that you can’t compile unless everything is properly documented. This is something I do from day 1, even for projects I’m not planning to release.

Sorry, I thought it was no longer maintained since the date of the stable release is 2010, however it still seems to work, even with VS 2017.

You might want to take a look at “GhostDoc” - this adds the XML to the methods, classes etc for you.