osu-framework

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用 C# 编写的游戏框架,专为 osu! 这类高节奏音乐游戏设计,提供渲染、输入和资源管理等底层能力。

A game framework written with osu! in mind.

2026.1030.0发布于 2026-10-29 16:17 UTC2,032star +1 / 7 天514fork同步于 2026-11-10 11:45 UTC

怎么上手

由 README 提炼,执行前请确认
dotnet build
硬件要求按 README 说明

README 未说明具体硬件要求,仅要求桌面平台并安装 .NET 10 SDK;Linux 上需系统级 ffmpeg 以支持视频解码。

下载:源码 zip·GitHub Releases(安装包)本站不镜像安装包

项目说明

由 README 自动翻译提炼

osu! 团队开源的 C# 游戏框架,内置 UI、文本渲染与输入处理,可直接拿来搭游戏

用 C# 编写的游戏框架,专为 osu! 这类高节奏音乐游戏设计,提供渲染、输入和资源管理等底层能力。

核心能力

  • 开箱提供基础 UI 元素与文本渲染
  • 内置高级输入处理,含文本框等控件
  • 自带性能叠加层与运行时资源缓存
  • 用 VisualTests 与 TestCases 隔离测试组件
  • 提供项目模板,含跨平台结构与测试配置

容易踩的坑

需要 .NET 10 SDK,版本不符无法构建;Linux 上须预装系统级 ffmpeg 否则视频解码不可用;BASS 音频库商用分发需自行获取授权;项目明确不接受 AI/LLM 参与生成的贡献。

内容由模型根据 README 生成,可能不完整或不准确,以官方文档为准。看原文 README

最近发版

5 个版本2026.1030.0
  1. 2026.1030.0最新正式版2026-10-29 · 2026-10-29 16:17 UTC
  2. 2026.1019.02026-10-19 · 2026-10-19 13:09 UTC
    查看更新说明

    What's Changed

    Full Changelog: https://github.com/ppy/osu-framework/compare/2026.1008.0...2026.1019.0

  3. 2026.1008.02026-10-08 · 2026-10-08 09:00 UTC
    查看更新说明

    What's Changed

    Full Changelog: https://github.com/ppy/osu-framework/compare/2026.1005.0...2026.1008.0

  4. 2026.1005.02026-10-05 · 2026-10-05 08:11 UTC
    查看更新说明
  5. 2026.1004.02026-10-04 · 2026-10-04 05:00 UTC
    查看更新说明

    What's Changed

    Full Changelog: https://github.com/ppy/osu-framework/compare/2026.930.0...2026.1004.0

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    README 原文

    未翻译

    osu!framework

    Build status GitHub release CodeFactor dev chat

    A game framework written with osu! in mind.

    Developing a game using osu!framework

    If you are interested in creating a project using the framework, please start from the getting started wiki resources (or jump straight over to the project templates). You can either start off from an empty project, or take a peek at a working sample game. Either way, full project structure, cross-platform support, and a testing setup are included!

    The rest of the information on this page is related to working on the framework, not using it!

    Objectives

    This framework is intended to take steps beyond what you would normally expect from a game framework. This means things like basic UI elements, text rendering, advanced input handling (textboxes) and performance overlays are provided out-of-the-box. Any of the osu! code that is deemed useful to other game projects will live in this framework project.

    • Anywhere we implement graphical components, they will be displayed with a generic design and will be derivable for further customisation.
    • Common elements used by games (texture caching, font loading) will be automatically initialised at runtime.
    • Allow for isolated development of components via a solid testing environment (VisualTests and TestCases). Check the wiki for more information on how these can be used to streamline development.

    Requirements

    Building

    Build configurations for the recommended IDEs (listed above) are included. You should use the provided Build/Run functionality of your IDE to get things going. When testing or building new components, it's highly encouraged you use the VisualTests project/configuration. More information on this provided below.

    • Visual Studio / Rider users should load the project via one of the platform-specific .slnf files, rather than the main .sln. This will allow access to template run configurations.

    Code analysis

    Code analysis can be run with powershell ./InspectCode.ps1 or InspectCode.sh.

    Contributing

    Contributions can be made via pull requests to this repository.

    If you're unsure of what you can help with, check out the list of open issues (especially those with the "good first issue" label).

    Before starting, please make sure you are familiar with the development and testing procedure we have set up. New component development, and where possible, bug fixing and debugging existing components should always be done under VisualTests.

    Note that while we already have certain standards in place, nothing is set in stone. If you have an issue with the way code is structured; with any libraries we are using; with any processes involved with contributing, please bring it up. We welcome all feedback so we can make contributing to this project as pain-free as possible.

    Our team believes in human contributions. Any contribution – be it an issue report or a pull request – which is created by, documented by, or aided by AI/LLM usage will typically be closed and locked without further discussion.

    Licence

    This framework is licensed under the MIT licence. Please see the licence file for more information. tl;dr you can do whatever you want as long as you include the original copyright and license notice in any copy of the software/source.

    The BASS audio library (a dependency of this framework) is a commercial product. While it is free for non-commercial use, please ensure to obtain a valid licence if you plan on distributing any application using it commercially.

    Projects that use osu!framework

    Here are some early examples of projects powered by osu!framework:

    • osu! – rhythm is just a click away!
    • GDEdit - A third-party Geometry Dash editor.
    • Vignette - An OpenCV-based facial recognition software for Live2D
    • IWBTM - A platform game with level editor based off of "I Wanna..." games
    • DeltaDash - A multi-direction, lane-based scroller rhythm game
    • fluXis - A community-driven rhythm game with a focus on creativity and expression

    See more (or post your own work) in this discussion thread!