MfGames.Utility is a C# library that contains various functions and frameworks that are useful when developing code. It has an implementation of the Mersenne Twister PRNG, a pluggable conversion system, a settings framework that provides type safety, and a number of other little things.
MfGames.Node is an I/O abstraction layer that creates a consistent interface for DotNET filesystem interfaces along with the internal contents of zip files. It contains a DOM implementation that allows some XML files to be treated as filesystem objects. A major feature is the OverlayProvider, which allows one filesystem to be "mounted" (like Unix) to a node in any of the providers, or even layered on top of another, enabling the consolidation of multiple directories to a single location.
mojoPortal is a cross-platform object oriented Web site framework. It supports PostgreSQL, MySQL, Firebird, SQLite and MS SQL for the backend. It includes a content management system, forums, blogs, photo galleries, newsletter, polls, surveys, an event calendar, an RSS feed aggregator, and a skinnable design.
MfGames.Plugin is a generic framework for implementing directory-based plugins for C# and .NET. Inspired by both the Razor framework and Eclipse, it provides attributes for controlling dependencies, the ability to load multiple directories, and even plugin enabling/disabling. Callbacks and various methods for cross-plugin data access are implemented through registries and a public API.
eDonkey Fingerprint is a program to identify other clients over the eDonkey network. It is able to get the following features from an eDonkey p2p client: Protocol, User Hash, User Id, User Country, eDonkey Client, Server Name, Server Ip, Server Port, Server Country, Shared Files (for each file shared, file hash, file name, and file size, if possible), Amount of shared data.
The MfGames.Template library is a C# native library for creating template libraries. It was inspired by NVelocity, but was designed from the ground up to use the CIL internals, such as System.CodeDom and internal compilation to handle the template language. Because of this, it supports C# code as the template "language". In addition, compiled templates are actually compiled down into bytecode using the built-in compiler.