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dotnet add package LillyQuest.Scripting.Lua --version 0.6.0
NuGet\Install-Package LillyQuest.Scripting.Lua -Version 0.6.0
<PackageReference Include="LillyQuest.Scripting.Lua" Version="0.6.0" />
<PackageVersion Include="LillyQuest.Scripting.Lua" Version="0.6.0" />Directory.Packages.props
<PackageReference Include="LillyQuest.Scripting.Lua" />Project file
paket add LillyQuest.Scripting.Lua --version 0.6.0
#r "nuget: LillyQuest.Scripting.Lua, 0.6.0"
#:package LillyQuest.Scripting.Lua@0.6.0
#addin nuget:?package=LillyQuest.Scripting.Lua&version=0.6.0Install as a Cake Addin
#tool nuget:?package=LillyQuest.Scripting.Lua&version=0.6.0Install as a Cake Tool
LillyQuest is a C# engine for building roguelike/roguelite open-world games. It is built on Silk.NET and currently ships with an OpenGL renderer, with room to evolve the rendering backend in the future.
This is a hobby project. A core goal is to keep momentum by publishing a weekly devlog article on https://orivega.io.
The codebase is organized into modular layers:
Foundation layer providing low-level engine primitives:
High-level engine layer built on Core:
Lua scripting integration via MoonSharp (planned for gameplay logic).
Executable game application demonstrating engine capabilities:
Comprehensive test suite covering Core and Engine components.
Prerequisites:
Build:
dotnet build LillyQuest.slnx
Run (game project):
dotnet run --project src/LillyQuest.Game/LillyQuest.Game.csproj
Install pre-commit hooks to automatically run tests before each commit:
./setup-hooks.sh
This will:
dotnet test before each commitYou can bypass the hook with git commit --no-verify (not recommended).
Weekly updates are published on:
Feedback in the comments helps keep momentum.
Issues and PRs are welcome, but please open a discussion first since this is a hobby project and priorities may change.
Why a custom engine? Learning, long-term flexibility, and the joy of building the stack end-to-end.
Is this production-ready? No. This is an experimental engine under active development.
Will other renderers be supported? OpenGL is the current backend; other renderers may be explored later.
On AI-Assisted Development
This project uses AI tools (Claude, Codex, etc.) with intentionality and restraint. AI assists with:
However, core implementation is hand-crafted. Programming is an art form. The discipline of thinking through problems, making deliberate design choices, and writing clean, maintainable code cannot be delegated. AI is a tool for augmenting human judgment, not replacing it.
The code you read here reflects human reasoning and intentional design, not automated generation.
GPLv3. See LICENSE for details.
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net10.0 net10.0 is compatible. net10.0-android net10.0-android was computed. net10.0-browser net10.0-browser was computed. net10.0-ios net10.0-ios was computed. net10.0-maccatalyst net10.0-maccatalyst was computed. net10.0-macos net10.0-macos was computed. net10.0-tvos net10.0-tvos was computed. net10.0-windows net10.0-windows was computed. |
Showing the top 1 NuGet packages that depend on LillyQuest.Scripting.Lua:
| Package | Downloads |
|---|---|
|
LillyQuest.Engine
LillyQuest Engine - 2D Game Engine with ECS Architecture |
This package is not used by any popular GitHub repositories.