Board Meeting Minutes - May 2026
MonoGame’s latest board update shows the project tightening its release and platform roadmap around a few practical pain points: slower builds, backend maintenance, and API cleanup. Build times have stretched as new platforms and dependencies pile up, so the team is reviewing the pipeline to claw back time before it becomes a bigger drag on iteration.
On the feature side, OpenXR is not being added to MonoGame itself in the near term. The foundation is open to community PRs that enable it, but the current workload leaves no appetite for taking on a first-party integration. That keeps the framework focused, but it also means XR support will likely remain a community-driven effort for now.
Nullability work is staying on the 3.8.6 track, with contributor guidelines due for an update. For 3.8.5, MojoShader is slated to be merged, while Vulkan is already marked complete and DX12 is now the next backend in line, partly to address unit test issues. The roadmap also calls out a refreshed milestone page so contributors can see current release status without digging through meeting notes.
Beyond the core framework, MonoGame is still pushing samples and showcase projects like the 3D platformer and Ascent, with Ascent moving toward more advanced rendering and testing on Vulkan and DX12. The foundation is also considering a new bounty list that includes SDF fonts, multiple desktop windows, GPU debug features, Metal, OpenGL, native WebAssembly, and Vulkan-based Android/iOS backends.
“There is no appetite to embed OpenXR in the framework.”
- what
- MonoGame is prioritizing build pipeline optimization, nullability cleanup, and backend roadmap updates.
- who
- MonoGame Foundation board members including Simon Jackson, Tom Spilman, Dominique Louis, Garrick Campsey, Christopher Whitley, and Vic Chelaru.
- when
- Board meeting held April 8, 2026; minutes published May 13, 2026.
- impact
- Developers can expect continued work on 3.8.5/3.8.6, faster iteration if build times improve, and more backend-focused maintenance.
Solid roadmap progress, but build times and OpenXR limits are tradeoffs.
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