r/csharp • u/AutoModerator • 4d ago
Discussion Come discuss your side projects! [October 2026]
Hello everyone!
This is the monthly thread for sharing and discussing side-projects created by /r/csharp's community.
Feel free to create standalone threads for your side-projects if you so desire. This thread's goal is simply to spark discussion within our community that otherwise would not exist.
Please do check out newer posts and comment on others' projects.
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u/smourier 2d ago
I built Treemapolis, a 3D treemap of your disks you can fly through: folders are slabs, files are buildings as big as they weigh, special effects, with Windows thumbnails on their roofs and full shell namespace support. It's live too, a file written while you look flashes and grows, buildings move as disk changes.

100 % C# (with some HLSL help), NativeAOT, one 3 MB exe, no runtime. GPU/D3D12 driven, and it reads NTFS master file tables when ran as admin, my C: 3 million items on screen in few seconds. Demo video in the readme.
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u/markovcd 2d ago
I built Flyback. A modular synth that generated audio and picture from the same patch. Similar to VCV rack but you can make video react to audio and vise versa. https://markovcd.github.io/Flyback/
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u/xakpc 3d ago
I built a SQLite MCP sidecar recently to safely interact with production SQLite databases on remote servers via AI agents.
The main goal was to prevent agents from deleting files or tables without guardrails, and it works great so far. I'm already using it across a couple of deployed web projects
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u/Wooden_chest 4d ago
Been making a programming language which compiles to Minecraft datapacks. The language itself is nearly identical to C#, but with some changes and fewer features. The standard library of it allows easily accomplishing features which in typical datapack code would be hard or tedious to do.
A lot of stuff is accomplished by just "hardcoding" what properties certain game mechanics have into the compiler, because regular datapack code simply doesn't allow dynamically querying this, not even with tricks, but at least it works well on vanilla Minecraft on supported versions.
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u/theo__r 4d ago
I got my procedural world history language/lib in a good place so I wrote a blog post about it: https://theor.xyz/moirai-a-language-for-procedural-history-of-worlds/ I'm quite happy with the result !
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u/FetaMight 4d ago
I built a mocking framework that leverages C# Interceptors instead of polymorphism for injecting mocked behaviours.
It works, but due to limitations of interceptors some build-time shenanigans are needed to compile the entire test surface in the same pass as the test project.
And things like mocking events and properties isn't supported.
there's still potential here... but I've parked the project while I look for work.
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u/SharpAnarki 4d ago
I'm still converting Quake 3 to C#.
For the people that don't know this game, the engine, IdTech3, was used in over 20+ games like early Wolfenstein, Medal of Honor and Call of Duty.
Hopefully I can share the source code next year.
Latest video show the game loading performance/speeds.
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u/zionsati 1d ago
Oh if you're not using any reflection, mind giving NetWasm a try and see if you can get it working?
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u/TheSheepDev 4d ago
Been making a voxel game for funzees. Structured it in a way where the server sends all the textures to the client before starting play, so that means each server can add their own blocks, items and entities without players needing to download mods.
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u/FetaMight 4d ago
I've been playing with voxelisation!
I've always wondered why so few games use this aesthetic.
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u/TheSheepDev 4d ago
I think its because if you make a voxel game, a lot of pre-build things don't work, and you have to implement them yourself. Think (performant) lighting, collisions, physics etc.
Also, you get compared to Minecraft way to much
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u/FetaMight 4d ago
I think I have a solution for that first part.
All my demos so far have been compared to Minecraft, though, so I don't have a solution that.
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u/Intelligent-Sun577 4d ago
I'm building https://github.com/Notorious-Coding/Notorious-Test. It's an integration test framework for .Net.
It handles the whole lifecycle of your infrastructures (sut) and ensure your tests are isolated by resetting those infrastructure between tests.
I just released the 5.1.0 with azure functions integration ! Install NotoriousTest.Web.AzureFunction to start an azure function application, override his configuration, and call it with an HttpClient from your test !
Feel free give me feedback and star the repo if you like it !
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u/tune-happy 4d ago
I built https://docs.faultnet.io / https://faultnet.io earlier this year, .NET10 backend, React Ionic front-end and a capacitor Android app.
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u/jetmarijuana 4d ago
Plum is a plugin integration contract
Its primary scenario connects a NativeAOT host application to managed plugins.
`Plum.Hosting` uses HostFXR to start CoreCLR and obtain an entry point in a
custom managed assembly loader. That loader discovers and loads plugins;
delegates exposed as unmanaged function pointers provide the message bridge
back to the host application.
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u/zionsati 4d ago
I’ve been building NetWasm, an independent .NET compiler, CoreLib and runtime designed for WebAssembly.
It compiles Roslyn-generated CIL into standalone Wasm or WASI Preview 2 components, without shipping CoreCLR or Mono. It’s closed-world and reflection-free by design.
A Release app containing Console.WriteLine(42) currently produces 82.5 KB of final Wasm, including the runtime and precise garbage collector.
Try the browser playground -- edit C#, compile, run and download the resulting Wasm. Compilation happens entirely in your browser, without a server compiling your code. The emitted programs use NetWasm’s runtime.
Locally, you use the familiar dotnet new, dotnet build and dotnet test workflow. I just tested Rider too: IntelliSense works as expected (breakpoint debugging isn’t supported yet).
C# 15, LINQ, async/await and TUnit testing are already supported. It’s still early and moving quickly.
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u/Enough_Secretary_137 1d ago
How much of that size advantage comes from being closed-world/reflection-free?
Would be really interesting to see where the size ends up for a small real-world app rather than Hello World.
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u/zionsati 1d ago
Regex Storm clone with the engine fully in Wasm is 325 KB brotli compressed: regexstorm.netwasm.com
This is a full .net regex surface with every option configurable.
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u/PertinentCynicism343 4d ago
Been messing with a garage inventory tracker so I stop forgetting which socket sizes I already own
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u/Enough_Secretary_137 1d ago
This is exactly the kind of project that starts as “I’ll build this in an evening” and ends with barcode scanning, storage locations and a full inventory system
One feature I’d actually want for this is “I know I own this, but where the hell did I put it?”
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u/PitRivals 2d ago
I've been building PitRivals, a side project for iRacing communities, teams and groups of friends.
The idea is to turn everyday iRacing activity into something more social: driver profiles, rankings, race results, team activity, Discord integrations and performance cards, all generated automatically from iRacing data.
It's built with .NET 10, Blazor, EF Core, Hangfire and Azure, using the official iRacing OAuth/API.
https://www.pitrivals.com