NoEditorEngine

Code first.
Preview fast.

Build 2D games with C# scripts on a lightweight C++ runtime. No scene editor, no drag and drop workflow - just project files, code, assets, build, and play.

v0.8 Gameplay Systems C# gameplay C++ runtime
Total downloads 1,523
Preview build ready
NoEditorEngine Code Workspace and runtime preview
NoEditorEngine Code Workspace preview

Latest from NoEditorEngine

Current release

NoEditorEngine 0.8 Gameplay Systems

Prefabs, save/load, health and damage, enemy AI, pathfinding, dialogue, quests, inventory, scene transitions, and camera effects for code-first games.

Open release

Coming next

v0.9 Developer API Upgrade

The next update will focus on a cleaner C# API, stronger autocomplete, XML docs, generated API docs, migration guides, examples, Event Bus, Result<T>, and fluent APIs.

See roadmap

v0.8 update notes

Gameplay Systems Update

This release turns NoEditorEngine into a more complete code-first gameplay runtime. You still build games with C# scripts, project files, assets, and Preview Play.

Prefab workflow

Define reusable gameplay objects in .neprefab files and spawn them from C# with Prefab.Instantiate.

Gameplay systems

Save/load, health, damage, inventory, quests, dialogue, scene transitions, and GameState are ready for small games.

Enemy AI and pathfinding

Chase, patrol, shooter AI, tag lookup, action mapping, and tilemap-aware pathfinding help build playable demos faster.

Camera and cutscenes

Shake, zoom, fade, level transitions, dialogue flow, and simple scripted events support more polished gameplay moments.

Coming in v0.9

Developer API Upgrade

v0.9 is planned as an API-focused update. These features are listed as upcoming roadmap items and are not part of the current installer yet.

Simpler C# API

The public API will become easier to read and write while old calls stay available as deprecated compatibility paths.

Better developer help

Autocomplete will get stronger, XML docs will ship with Engine.dll, and generated API docs will be published.

Migration and examples

A migration guide and ApiExamples folder will show how to move projects forward without breaking existing games.

New API patterns

Event Bus, Result<T>, and fluent Camera, AI, and UI APIs are planned for cleaner gameplay code.

Code Workspace

A workspace, not a visual editor

NoEditorEngine keeps the code-first workflow and adds the systems around it: modern Monaco code editing, asset and project tools, build profiles, export, gameplay APIs, diagnostics, console logs, teaching cards, and temp Preview Play.

Project explorer

Modern file tree with clean icons, animated folders, refresh, and New C# Script support.

Monaco editor

C# and JSON editing with line numbers, custom dark theme, Engine API completion, and diagnostics markers.

Command palette

Open commands with Ctrl+Shift+P for build, preview, settings, teaching panel, temp cleanup, and project actions.

Preview Play preserved

The game still builds into a temp folder, runs in the C++ runtime, captures logs, then cleans temporary files safely.

Runtime

Small 2D runtime for code-made games

The runtime loads your project.json, starts the C# assembly, updates entities, steps fixed-timestep physics, renders sprites and tilemaps, and keeps camera movement stable.

Gameplay
C# / .NET 8
Core
C++ runtime
Platform
Windows x64
using Engine;

public class Player : Entity
{
    Rigidbody2D body;

    public override void Start()
    {
        body = AddComponent<Rigidbody2D>();
        Camera.Main.Follow(this, smooth: 8.0f);
    }

    public override void Update(float dt)
    {
        Vector2 move = Vector2.Zero;
        if (Input.IsKeyDown(KeyCode.D)) move.X += 1;
        if (Input.IsKeyDown(KeyCode.A)) move.X -= 1;
        body.Velocity = move.Normalized() * 300;
    }
}

Download

Install the complete user SDK

One installer puts the Code Workspace, runtime binary, Engine.dll API, BasicGame template, and build/preview scripts on your computer.

Total downloads 1,523
Download NoEditorEngine 0.8 Setup

Get started

Install once, create games from the workspace

  1. Download and open NoEditorEngine-0.8-Setup.exe.
  2. Launch NoEditorEngine Code Workspace from Desktop or Start Menu.
  3. Create a new project or open an existing project.json.
  4. Write C# gameplay code, press Build, then press Preview Play.

Versions

Version history

Download the current installer or keep an older runtime package for compatibility.

0.8 Current

Gameplay Systems Update with prefabs, save/load, health and damage, enemy AI, pathfinding, input actions, inventory, quests, dialogue, scene transitions, camera effects, GameState, and a playable BasicGame demo.

Download Setup

0.9 Coming next

Developer API Upgrade: simplified C# API, deprecated-but-compatible old API, stronger autocomplete, XML docs, generated API docs, migration guide, ApiExamples, Event Bus, Result<T>, and fluent Camera / AI / UI APIs.

Roadmap

0.7

Project workflow and asset pipeline with project validation, asset manifest, sprite atlas, TextRenderer, HUD, build profiles, Windows export, templates, packages, smart diagnostics, recent projects, and asset preview.

Download Setup

0.6

Modern UI Overhaul with Electron + React, Monaco editor, dark professional shell, command palette, settings modal, toast notifications, modern diagnostics, console, and project explorer. No node graph or visual scripting.

Download Setup

0.5

Code Workspace, installer, autocomplete, teaching panel, diagnostics, temp Preview Play, runtime console capture, and IDE logo integration.

Download Setup

0.4

Fixed timestep physics, 240 FPS frame pacing, sprite batching, texture cache, culling, broadphase collision, optimized tilemaps, audio, particles, and profiler.

Download

0.3

Rigidbody2D collision, tilemaps, animation, camera deadzone, debug collider drawing, and Learn page support.

Download

0.2

PNG sprites, camera follow, component API, BoxCollider2D, Scene.Spawn, and BasicGame updates.

Download

0.1

Initial C# scripting, keyboard input, project config, script host, and rectangle rendering preview.

Download

Support

Built for learning and fast iteration

Use the Learning page for a full first-game path, then keep the workspace open while you build. The engine stays code-first, but the surrounding workflow is now easier to use.

Open Learning