Frameworks

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What is a Framework?

In game development, a framework is a lightweight software toolkit or collection of libraries that provides developers with essential building blocks for creating games, without the comprehensive structure of a full engine. Unlike engines, which often include visual editors, asset pipelines, and pre-built systems for everything from levels to AI, frameworks focus on abstracting low-level tasks like rendering graphics, handling input (keyboard, mouse, controllers), managing audio, and window creation. This gives you more flexibility to design your own architecture and game loop, but it means you'll code more of the high-level logic yourself—think of it as a "super-library" that speeds up development while letting you retain control. For fan games, indies, and ROM hacks, frameworks are ideal when you want to build custom tools or target specific platforms without overhead. For instance, if you're remaking a retro title, a framework like SDL might handle cross-platform graphics and sound, freeing you to focus on pixel-perfect mechanics. Popular examples include SDL (for basic 2D/3D abstraction), SFML (modern C++ alternative with networking), and LibGDX (Java-based for Android/PC crossovers). Understanding this distinction helps you choose: Start with a framework to learn core programming, then scale to engines for complex projects.

Brief History of Game Frameworks

Game frameworks evolved from the need to simplify low-level programming as hardware advanced, bridging the gap between raw code and full engines. In the 1970s-1980s, developers wrote games in assembly or basic languages without standardized tools—everything was custom, like Space Invaders (1978) manually coding enemy behaviors. Early precursors appeared in the 1980s with creation kits like Pinball Construction Set (1983) or Garry Kitchen's GameMaker (1985), but these were more hobbyist tools than frameworks. The 1990s brought true frameworks as 3D graphics emerged and hardware diversified. Libraries like Allegro (1990) abstracted audio and graphics for DOS games, while SDL (Simple DirectMedia Layer, 1998) revolutionized cross-platform development by handling windows, input, and OpenGL integration—originally for porting games like Loki's titles. This era shifted from monolithic code to reusable components, influenced by engine pioneers like id Tech but lighter for indies. The 2000s-2010s saw frameworks mature with open-source booms: SFML (2007) offered a modern C++ API with multimedia support, MonoGame (2009) revived Microsoft's XNA for cross-platform 2D, and LibGDX (2010) targeted Java/Android devs. Web frameworks like Phaser (2013) enabled HTML5 browser games. Today, with Rust's rise, Bevy (2020) introduces ECS (Entity-Component-System) for performant, modular designs. This history teaches that frameworks democratized game dev by lowering barriers, evolving from hardware-specific hacks to versatile, community-driven tools. Popular choices include:

  • SDL: Cross-platform staple for 2D/3D, used in Valve ports and indies like Celeste (via extensions).
  • SFML: Beginner-friendly C++ framework with graphics, audio, and network modules.
  • MonoGame: Open-source XNA successor, powering games like Stardew Valley.
  • LibGDX: Java framework for desktop/mobile, with Box2D physics integration.
  • Phaser: JavaScript for web games, focused on 2D canvas/WebGL rendering.
  • LÖVE (Love2D): Lua-based for quick prototyping, used in titles like Move or Die.

These have shaped fan projects by enabling rapid iteration and preservation of retro styles.

Browse Frameworks

Explore our growing list of frameworks for game development: