# Project foundations

Explore repositories by project goal or target platform. Compare business applications, app foundations, game engines and supporting libraries before choosing your starting point.

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## Godot

Reference project

Complete 2D/3D game engine with a visual editor, scenes, nodes and GDScript or C\# gameplay.

### Why we recommend it

Choose Godot when designers and programmers need one environment for levels, animation, UI and gameplay. A small scene-based prototype can validate the interaction before you expand the content pipeline.

### When to choose it

- Independent desktop games, 2D adventures and 3D prototypes.
- A team that wants editable scenes and an open engine it can extend.

### What to consider

- This repository is the engine source. Creating your game normally starts with the editor and a separate game project; cloning the engine does not create that project.
- Check export support for your exact engine version, scripting language and target. Console distribution, SDKs and external assets have separate requirements.

### Start with this project

Use the official stable editor and matching export templates. Create a separate project, choose GDScript or the .NET edition for C\#, then build one scene with input, collision and a restart. Follow the source-build guide only when modifying the engine.

Technology: GDScript, C\#, C++

License: MIT

Default branch: master

Sources checked: 2026-10-26

[Explore project](https://orqestria.com/en/catalog/repositories/godot)

[Start a project in Orqestria](orqestria://catalog/project?repository=godot)

Choose a name and location in Orqestria to clone these sources and assign the recommended team. Check the setup guide: an engine or library repository needs a separate game or application project. No dependencies are installed and no application is started.

### Official sources

- [https://github.com/godotengine/godot](https://github.com/godotengine/godot)
- [https://github.com/godotengine/godot/blob/master/LICENSE.txt](https://github.com/godotengine/godot/blob/master/LICENSE.txt)
- [https://github.com/godotengine/godot/blob/master/README.md](https://github.com/godotengine/godot/blob/master/README.md)


## raylib

Reference project

C library for code-driven 2D/3D games, graphics, input and audio.

### Why we recommend it

raylib is useful for a compact game loop with direct control over code and resources. Its focused examples make it possible to prototype mechanics without adopting a large editor or application architecture.

### When to choose it

- Small native games, educational prototypes and custom game tools.
- C/C++ teams that want explicit ownership of rendering and game state.

### What to consider

- It is a programming library without a scene editor or ready gameplay architecture. Advanced physics and multiplayer need additional components.
- Bindings, bundled dependencies and platform build requirements must be checked separately. Supporting a target requires a working build and packaging toolchain.

### Start with this project

Use the official example and build instructions for your OS. Create a separate game target linked to a pinned raylib release, implement a fixed game state and frame loop, then load and unload textures and audio explicitly.

Technology: C, C++, 2D / 3D

License: Zlib

Default branch: master

Sources checked: 2026-10-26

[Explore project](https://orqestria.com/en/catalog/repositories/raylib)

[Start a project in Orqestria](orqestria://catalog/project?repository=raylib)

Choose a name and location in Orqestria to clone these sources and assign the recommended team. Check the setup guide: an engine or library repository needs a separate game or application project. No dependencies are installed and no application is started.

### Official sources

- [https://github.com/raysan5/raylib](https://github.com/raysan5/raylib)
- [https://github.com/raysan5/raylib/blob/master/LICENSE](https://github.com/raysan5/raylib/blob/master/LICENSE)
- [https://github.com/raysan5/raylib/blob/master/README.md](https://github.com/raysan5/raylib/blob/master/README.md)


## Bevy

Reference project

Rust 2D/3D engine organized around entities, components, systems and plugins.

### Why we recommend it

Bevy fits a team that wants game architecture expressed in Rust code and composable systems. Its examples help validate scheduling, rendering and input while keeping game state separate from engine services.

### When to choose it

- Rust game prototypes and custom simulation-heavy mechanics.
- Teams comfortable maintaining an ECS architecture and adapting plugins.

### What to consider

- Bevy is evolving and releases can introduce breaking APIs. Pin the engine, Rust toolchain and compatible plugin versions and plan migration work.
- The repository is engine source, not a visual-editor project or a finished game. Editor and content workflows need an explicit choice.

### Start with this project

Follow the official quick start with a compatible stable Rust toolchain. Create a separate Cargo game, pin Bevy, add components and systems, and demonstrate spawning, input and cleanup before adopting extra plugins.

Technology: Rust, ECS, 2D / 3D

License: MIT OR Apache-2.0

Default branch: main

Sources checked: 2026-10-26

[Explore project](https://orqestria.com/en/catalog/repositories/bevy)

[Start a project in Orqestria](orqestria://catalog/project?repository=bevy)

Choose a name and location in Orqestria to clone these sources and assign the recommended team. Check the setup guide: an engine or library repository needs a separate game or application project. No dependencies are installed and no application is started.

### Official sources

- [https://github.com/bevyengine/bevy](https://github.com/bevyengine/bevy)
- [https://github.com/bevyengine/bevy/blob/main/LICENSE-APACHE](https://github.com/bevyengine/bevy/blob/main/LICENSE-APACHE)
- [https://github.com/bevyengine/bevy/blob/main/LICENSE-MIT](https://github.com/bevyengine/bevy/blob/main/LICENSE-MIT)
- [https://github.com/bevyengine/bevy/blob/main/README.md](https://github.com/bevyengine/bevy/blob/main/README.md)


## libGDX

Reference project

Java framework for 2D/3D games across desktop, Android, iOS and browser targets.

### Why we recommend it

libGDX gives a Java team rendering, input and game-oriented tools while leaving application structure under its control. Shared game code can be paired with platform-specific launchers and services.

### When to choose it

- Java-based 2D games and custom multi-platform game architectures.
- Teams that want shared gameplay with explicit platform modules.

### What to consider

- It is a framework, not an integrated visual game editor. Your screens, game model and asset pipeline still require design.
- Platform backends need different toolchains and may restrict Java APIs. Verify the chosen modules on each target instead of assuming a desktop build proves mobile or web support.

### Start with this project

Use the official setup tool to create a separate Gradle project with only the required platform modules. Start on desktop, implement a screen and input, manage assets, then build the same slice for the next promised target.

Technology: Java, Gradle, 2D / 3D

License: Apache-2.0

Default branch: master

Sources checked: 2026-10-26

[Explore project](https://orqestria.com/en/catalog/repositories/libgdx)

[Start a project in Orqestria](orqestria://catalog/project?repository=libgdx)

Choose a name and location in Orqestria to clone these sources and assign the recommended team. Check the setup guide: an engine or library repository needs a separate game or application project. No dependencies are installed and no application is started.

### Official sources

- [https://github.com/libgdx/libgdx](https://github.com/libgdx/libgdx)
- [https://github.com/libgdx/libgdx/blob/master/LICENSE](https://github.com/libgdx/libgdx/blob/master/LICENSE)
- [https://github.com/libgdx/libgdx/blob/master/README.md](https://github.com/libgdx/libgdx/blob/master/README.md)


## MonoGame

Reference project

C\#/.NET game framework with a game loop, graphics, input and a content pipeline.

### Why we recommend it

MonoGame is useful when a C\# team wants to own its game structure and tooling. It supplies the lower-level game framework while leaving scenes, editors and domain systems to your architecture.

### When to choose it

- Custom C\# 2D games and teams maintaining an XNA-style architecture.
- Games needing explicit control over content loading, update and drawing.

### What to consider

- It is not a visual scene editor or a complete gameplay stack. Level tools, scene management and networked game rules need separate implementation.
- The repository combines Ms-PL and MIT portions; inspect the relevant files and dependencies. Console targets need separate developer access and platform arrangements.

### Start with this project

Follow the official getting-started guide with a supported .NET SDK and MonoGame templates/tools. Create a separate game, add content through the content pipeline, implement Update/Draw and input, and build for the chosen backend.

Technology: C\#, .NET, 2D / 3D

License: Ms-PL; MIT

Default branch: develop

Sources checked: 2026-10-26

[Explore project](https://orqestria.com/en/catalog/repositories/monogame)

[Start a project in Orqestria](orqestria://catalog/project?repository=monogame)

Choose a name and location in Orqestria to clone these sources and assign the recommended team. Check the setup guide: an engine or library repository needs a separate game or application project. No dependencies are installed and no application is started.

### Official sources

- [https://github.com/MonoGame/MonoGame](https://github.com/MonoGame/MonoGame)
- [https://github.com/MonoGame/MonoGame/blob/develop/LICENSE.txt](https://github.com/MonoGame/MonoGame/blob/develop/LICENSE.txt)
- [https://github.com/MonoGame/MonoGame/blob/develop/README.md](https://github.com/MonoGame/MonoGame/blob/develop/README.md)


## LÖVE

Reference project

Lua framework for compact 2D games with graphics, input, audio and physics APIs.

### Why we recommend it

LÖVE suits a small prototype where the game loop and mechanics should remain easy to inspect in Lua. You can move from a few callbacks to a reusable structure as the game's needs become clear.

### When to choose it

- Small 2D arcade, puzzle and experimental games.
- Rapid mechanics prototypes maintained by a Lua-focused team.

### What to consider

- It is a framework without a scene editor or built-in multiplayer service. Organizing larger games and distribution remains your work.
- The main branch is development for the next major release. Use a stable release and matching documentation; the zlib core includes dependencies with their own notices.

### Start with this project

Install an official stable LÖVE runtime, create a separate folder with main.lua and use the documented load, update and draw callbacks. Add input, one mechanic and restart; then review the target-specific distribution guide.

Technology: Lua, 2D

License: zlib

Default branch: main

Sources checked: 2026-10-26

[Explore project](https://orqestria.com/en/catalog/repositories/love)

[Start a project in Orqestria](orqestria://catalog/project?repository=love)

Choose a name and location in Orqestria to clone these sources and assign the recommended team. Check the setup guide: an engine or library repository needs a separate game or application project. No dependencies are installed and no application is started.

### Official sources

- [https://github.com/love2d/love](https://github.com/love2d/love)
- [https://github.com/love2d/love/blob/main/license.txt](https://github.com/love2d/love/blob/main/license.txt)
- [https://github.com/love2d/love/blob/main/readme.md](https://github.com/love2d/love/blob/main/readme.md)


## Stride

Reference project

Open C\# 2D/3D engine with the Game Studio editor and an asset pipeline.

### Why we recommend it

Stride is an option for a C\# team wanting visual scene/content editing alongside code. Its project templates help establish a game while engine source remains available for deeper changes.

### When to choose it

- C\# games and interactive 3D applications with editor-managed scenes.
- A team prepared to validate the engine's editor and target-platform toolchains.

### What to consider

- Game Studio and the engine-from-source workflow have Windows-specific requirements; inspect the current guide before choosing your development host.
- Cloning the engine source does not create a game. Pin a supported engine/template version and validate the actual runtime targets and native dependencies.

### Start with this project

Follow the official game-development getting-started guide, choose an engine version and create a separate game through the supported launcher, CLI or templates. Open Game Studio on a supported host and validate one scene before extending the engine itself.

Technology: C\#, .NET, Game Studio

License: MIT

Default branch: master

Sources checked: 2026-10-26

[Explore project](https://orqestria.com/en/catalog/repositories/stride)

[Start a project in Orqestria](orqestria://catalog/project?repository=stride)

Choose a name and location in Orqestria to clone these sources and assign the recommended team. Check the setup guide: an engine or library repository needs a separate game or application project. No dependencies are installed and no application is started.

### Official sources

- [https://github.com/stride3d/stride](https://github.com/stride3d/stride)
- [https://github.com/stride3d/stride/blob/master/LICENSE.md](https://github.com/stride3d/stride/blob/master/LICENSE.md)
- [https://github.com/stride3d/stride/blob/master/README.md](https://github.com/stride3d/stride/blob/master/README.md)

