
wqaetly/nkggameframework
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A game development framework that aligns with the AI era, portable to any game engine that supports C#
Overview
NKGGameFramework is a C# game framework underlying that does not depend on specific game engines. Core runtime, module system, events, pooling, ECS, resource/scene abstraction, asynchronous, and serialization are all placed at the pure .NET layer; Unity, Godot, Server, or Web Debug Host are accessed only via Adapter/Hosting. The current project is based on .NET 10, with the main framework maintaining pure core packages, while Diagnostics, Hosting, and Adapter are separately packaged to facilitate on-demand business access. - Core: Modules, events, object pools, memory pools, FSM/Procedure, Timer, RuntimeContext. - Ecs: World/Scene isolation, EntityRef version verification, typed query, CommandBuffer, System lifecycle, component structure change callbacks. - Gameplay: Engine-independent GameplayTag, behavior tree, skill/buff runtime, including UE-style hierarchical tags, event-driven behavior trees, skill books, CD, skill effects, buff stacking/refresh/lifecycle, and ECS update system. - Nodes: Engine-jointed point diagram base, providing variable node diagrams, node/port/wiring, static attribute ports, dynamic ports, type constraints, override connections, events, undo redos, definition verification, and topology traversal, reusable for skill graphs, behavior graphs, visual editors, or debugging tools. - Runtime: Engine-independent interfaces for Asset, Scene, Audio, UI, Config, Localization, Presentation, etc. - Runtime.MVVM: BindingTarget accessible via ViewModel, bindingSet, and UI adapter. - Async: Based on Cysharp UniTask, unifying Runtime asynchronous contracts and GameAsync entry/composition entry. - Serialization: Based on Odin Serializer standalone, providing general string, binary, and JSON serialization interfaces. - Adapter: Unity/Godot boundary projects only define access contracts, preventing the main framework from reversing dependence on specific engines. - Diagnostics: transport-independent debugging domain packages, providing ECS/Procedure/Skill/Buff snapshots, component mutations, dump recording, playback, and analysis capabilities.
Overview (machine translated)
NKGGameFramework is a C# game framework underlying that does not depend on specific game engines. Core runtime, module system, events, pooling, ECS, resource/scene abstraction, asynchronous, and serialization are all placed at the pure .NET layer; Unity, Godot, Server, or Web Debug Host are accessed only via Adapter/Hosting.
The current project is based on .NET 10, with the main framework maintaining pure core packages, while Diagnostics, Hosting, and Adapter are separately packaged to facilitate on-demand business access.
Range of Abilities
Core: Module, event, object pool, memory pool, FSM/Procedure, Timer, RuntimeContext.Ecs: World/Scene isolation, EntityRef version verification, typed query, CommandBuffer, System lifecycle, component structure change callbacks.Gameplay: Engine independent of GameplayTag, behavior tree, skill/buff runtime, including UE-style hierarchical tags, event-driven behavior tree, skill book, CD, skill effects, buff stacking/refresh/lifecycle, and ECS update system.Nodes: The engine’s joint-free point map base provides variable node diagrams, node/port/wiring, static attribute ports, dynamic ports, type constraints, override connections, events, undo redos, definition verification, and topology traversal, and can be reused for skill graphs, behavior graphs, visual editors, or debugging tools.Runtime: Engine-independent interfaces such as Asset, Scene, Audio, UI, Config, Localization, Presentation.Runtime.MVVM: Bind targets that ViewModel, binder values, BindingSet, and UI adapter can access.Async: Based on Cysharp UniTask, unify Runtime asynchronous contracts andGameAsynccreating/combining entry.Serialization: Based on Odin Serializer standalone, providing general string, binary, and JSON serialization interfaces.Adapter: The Unity/Godot boundary project only defines the access contract, preventing the main framework from reverse-relying on specific engines.Diagnostics: transport-independent debugging domain package, providing ECS/Procedure/Skill/Buff snapshots, component mutations, dump recording, playback, and analysis capabilities.Hosting: The framework’s built-in lightweight local Debug Host, which only handles loopback HTTP/SSE transport; The React panel is placed separately inNKGGameFramework.Hosting.Web.Sampler: A complete demonstration of the process from startup, loading, gameplay, saving, to exit.
This page was translated automatically. Technical details may differ from the original.
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Install
npx skillfish add wqaetly/nkggameframework