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Duality is a plugin based 2D game development framework using C# and OpenTK. One of its main features is the WYSIWYG editor, which lets you playtest and edit your game seamlessly within the integrated sandbox.

Engine Features

  • Plugin Architecture
    Easily introduce game logic via plugin
  • Component Based Design
    Allows your own code to blend in seamlessly
  • Base Infrastructure
    Rendering, Audio, Physics, User Input, ...
  • Content Management
    Takes care of all your game resources

Editor Features

  • Live Editing
    Preview and Test directly in the editor
  • Hot-Reload Resources
    Modified Assets are automatically reloaded
  • Hot-Reload Plugins
    Write code and test it directly without restart
  • Modular Design
    Tailor the editor exactly to fit your game

To learn more about the engine, please visit the project page.

Besides the github project overview and documentation, there is also a developer blog. If you want to contribute to the project, be it by active development, documentation or testing, you should pay a visit to the community forums. The same applies to any questions or suggestions - feedback is always welcome! However, bugs and feature requests that do not require further discussion should be filed in the issue tracking system, directly on github.

Latest binary release: Dualitybin.adamslair.net

Fork / Contribution Guide: How to Contribute
Donate: via Paypal or on itch.io

Getting Started


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Platforms
Windows
Company
Adam's Lair
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Licence
MIT
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Latest tweets from @adams_lair

RT @j2bryson: It’s important for people to realise they can no longer trust video evidence, but that only puts us back before we… T.co

Jan 13 2019

RT @jack_kelly: I left Google DeepMind to build a non-profit research lab focused on helping to fix climate change ASAP. Very open… T.co

Jan 8 2019

RT @imdevstudio: Thanks to #Duality2D, great engine by @Adams_Lair we can work on #MarketDominion, available this Spring on #Steam! T.co

Jan 5 2019

RT @xoofx: Cool, finally the unmanaged constructed types issue is being implemented and should be available in C# 8.0, that's… T.co

Jan 4 2019

RT @eastshade: #screenshotsaturday #gamedev painting a waterfall T.co

Dec 30 2018

RT @internetofshit: it took 1000s of years to get the amount of work to create light down to trivial amounts so everyone could use it… T.co

Dec 28 2018

RT @mike_acton: The rule-of-three: Never create “abstraction layers” before you have three working (independently coded) cases. The… T.co

Dec 23 2018

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