For cross-platform graphical applications and prototyping, choose raylib, especially if you’re dealing with diverse programming languages. However, if you’re developing games for multiple platforms with a focus on lower-level programming in C#, MonoGame is your optimal pick.
Key Differences Between Raylib and MonoGame
- Raylib is written in C (C99 specifically) whereas MonoGame uses C#.
- MonoGame was initially built for 2D projects and added 3D support later, while raylib offers full 3D support.
- Raylib has no external dependencies, providing an inclusive package, while MonoGame relies on libraries like SharpDX and DirectX for Microsoft platforms.
- MonoGame is community maintained, inviting developers to contribute towards its development, while raylib was developed by Ramon Santamaria and contributors.
Comparison | raylib | MonoGame |
---|---|---|
Initial Release | November 18, 2013 | September, 2009 |
Developed By | Ramon Santamaria and contributors | MonoGame Team |
Language Used | C (Specifically C99) | C# |
Suitable Platforms | Windows, Linux, macOS, FreeBSD, Android, RPi, HTML5 | iOS, Android, macOS, tvOS, Linux, PS4, PS Vita, Xbox One, Nintendo Switch |
Inspiration | Borland BGI and XNA framework | Microsoft XNA 4 API |
Bindings | Over 50 programming languages | Primarily C#, supports .NET platforms |
3D Support | Full 3D support | From mid-2013 onwards |
Known Uses | Prototyping, tooling, graphical applications, teaching | Game development (e.g. Bastion, Celeste, Fez) |
External Dependencies | No external dependencies, all libraries included | Requires C# knowledge |
Additional Features | Hardware-accelerated, powerful math and fonts modules, audio loading and streaming support, VR stereo rendering, immediate mode GUI, shaders support | Recreates XNA 4 ContentManager model, useful fora multi-platform game developers, community maintained, courses and tutorials for C#, Monogame personalized lessons |
What Is raylib and Who’s It For?
Born in 2013, raylib is an open-source programming library. Conceived for education, it’s been embraced for game development prototypes and tech tools alike. Versatile across platforms, raylib speaks to the tinkerer, the student, and the cross-platform developer. Written in C (specifically C99), this library holds tight to its roots, offering a 2D/3D engine with OpenGL underpinnings.
However, raylib’s speed and agility can also be credited to a minimal dependency footprint, enabling it to excel at embedded systems and low-end devices. Created by Ramon Santamaria and a cohort of contributors, the library has gained acceptance globally for teaching videogame programming.
Pros of raylib
- Unburdened by external dependencies
- Award-winning, recognized by Google and Epic Games
- Offers a robust Fonts module
- Audio support including WAV, OGG, MP3, FLAC, XM, MOD
- 3D support including shapes, models, billboards, heightmaps
- VR stereo rendering support with configurable HMD device parameters
- Bindings for over 50 programming languages
Cons of raylib
- As it targets prototyping, some may find its performance not suited for high-end games.
- Older OpenGL dependencies may limit graphical prowess
- Limited community support in comparison to larger frameworks
What Is MonoGame and Who’s It For?
MonoGame, the spiritual successor to Microsoft’s XNA, is an open-source, C# game development framework. Since its 2009 beginnings, it’s been leveraged for the creation of engaging titles across a myriad of platforms, from mobile to consoles. Rooted in a love for multiplatform accessibility and control, MonoGame is for the seasoned programmer steering their own ship.
The framework is maintain by a dedicated group of independent software developers. Ideal for 2D development, MonoGame sports a content management system that faithfully follows the XNA 4 ContentManager model. Armed with a vibrant community, MonoGame offers resources like Game Schooling for thorough onboarding and mastery.
Pros of MonoGame
- Free and open-source
- High control over game development process
- Supports a broad range of platforms
- Strong community support with robust documentation
- Continues support and development for an otherwise deprecated XNA
Cons of MonoGame
- Lack of a WYSIWYG environment or integrated game editor
- Beginners may find it challenging to get started
- Outdated XNA for non-Windows platforms
- Lack of frequent updates
Code Examples for Raylib & MonoGame
Raylib
This Raylib example uses the DrawPoly function to create a cool rotating hexagon pattern. The program counts up and adjusts the rotation and scale of the polygons based on the frame counter. You’ll need Raylib 3.7 installed.
#include "raylib.h"
int main(void)
{
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib example - Polygons");
SetTargetFPS(60);
while (!WindowShouldClose())
{
BeginDrawing();
ClearBackground(RAYWHITE);
for (int i = 0; i < 200; i++)
{
DrawPolygon((Vector2){GetScreenWidth()/2, GetScreenHeight()/2}, 6, 80+i*5, i*3, RED);
}
EndDrawing();
}
CloseWindow();
return 0;
}
MonoGame
In this MonoGame example, we want to create a simple bouncing ball effect. It updates the ball’s position based on velocity and bounces if a screen edge is hit. MonoGame 3.8 is required to run.
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace BouncingBall
{
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D ballTexture;
Vector2 ballPosition;
Vector2 ballSpeed;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
ballTexture = Content.Load<Texture2D>("Ball");
ballPosition = new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2);
ballSpeed = new Vector2(3f, 3f);
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
ballPosition += ballSpeed;
if (ballPosition.X > graphics.PreferredBackBufferWidth - ballTexture.Width || ballPosition.X < 0)
ballSpeed.X *= -1;
if (ballPosition.Y > graphics.PreferredBackBufferHeight - ballTexture.Height || ballPosition.Y < 0)
ballSpeed.Y *= -1;
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
spriteBatch.Draw(ballTexture, ballPosition, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
The Comprehensive Verdict: Raylib vs MonoGame
With data at hand, we delve into the climactic question: Raylib or MonoGame? The outcome depends on your needs.
3D Developers with Multiple Platform Targets
If you’re a 3D developer aiming for cross-platform utility, Raylib shines. Packed with flexible materials, 50+ language bindings and a VR stereo rendering support, Raylib gives room to achieve remarkable feats in OpenGL accelerated, hardware-focused development.
2D Developers Eyeing Multiplatform Releases
MonoGame, with its roots in 2D sprite-based game development and tried-and-tested by successful games like Bastion and Stardew Valley, remains a preferred choice for creators expecting to deploy on diverse platforms.
Those Embracing Lower-Level Control and Code-Centric Creation
Developers seeking lower-level programming control, MonoGame stands out. Its code-focused platform provides unprecedented control over the game development process – an indie-friendly engine driven by community collaboration.
For the Educators and Prototypers
In the realm of education, prototyping or tooling, Raylib is a star. The simplicity, use in global education and an immediate GUI module makes it a potent tool for knowledge-mapping the world of gaming, AR and VR.
When it boils down to Raylib or MonoGame, your choice hinges on your needs. Raylib masters cross-platform 3D development and educational applications, while MonoGame expertly caters to 2D multiplatform games with a closer-to-metal experience. Choose your tool, shape your vision.