OpenTK.Mathematics 4.7.1

A basic mathematics library developed primarily for rendering in 3d and 2d.

Showing the top 20 packages that depend on OpenTK.Mathematics.

Packages Downloads
OpenTK
The Open Toolkit is set of fast, low-level C# bindings for OpenGL, OpenGL ES, OpenAL and OpenCL. It runs on all major platforms and powers hundreds of apps, games and scientific research. It provides bindings for GLFW windowing, input and a game loop, and is the perfect start for your own game engine. OpenTK comes with simple and easy to follow tutorials for learning *modern* OpenGL. These are written by the community and represent all of the best practices to get you started. Learn how to use OpenTK here: https://opentk.net/learn/index.html Sample projects that accompany the tutorial can be found here: https://github.com/opentk/LearnOpenTK We have a very active discord server, if you need help, want to help, or are just curious, come join us! https://discord.gg/6HqD48s
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Cube.Core
Package Description
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OpenTK
The Open Toolkit is set of fast, low-level C# bindings for OpenGL, OpenGL ES, OpenAL and OpenCL. It runs on all major platforms and powers hundreds of apps, games and scientific research. It provides bindings for GLFW windowing, input and a game loop, and is the perfect start for your own game engine. OpenTK comes with simple and easy to follow tutorials for learning *modern* OpenGL. These are written by the community and represent all of the best practices to get you started. Learn how to use OpenTK here: https://opentk.net/learn/index.html Sample projects that accompany the tutorial can be found here: https://github.com/opentk/LearnOpenTK We have a very active discord server, if you need help, want to help, or are just curious, come join us! https://discord.gg/6HqD48s
10
Cube.Core
Package Description
9
Cube.GameSystems
The GameSystems package is responsible for handling game system types like Textures, Shaders and Sounds and many more
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OpenTK
The Open Toolkit is set of fast, low-level C# bindings for OpenGL, OpenGL ES, OpenAL and OpenCL. It runs on all major platforms and powers hundreds of apps, games and scientific research. It provides bindings for GLFW windowing, input and a game loop, and is the perfect start for your own game engine. OpenTK comes with simple and easy to follow tutorials for learning *modern* OpenGL. These are written by the community and represent all of the best practices to get you started. Learn how to use OpenTK here: https://opentk.net/learn/index.html Sample projects that accompany the tutorial can be found here: https://github.com/opentk/LearnOpenTK We have a very active discord server, if you need help, want to help, or are just curious, come join us! https://discord.gg/6HqD48s
9
Cube.Core
Package Description
8
Cube.Core
The Core project is the foundational module of the Cube Engine framework. It encompasses a variety of essential components, including: Driver: Provides interfaces and implementations for graphics, input systems, user interface, and window management. Key files include IGraphicsApiContext.cs and IGraphicsDriver.cs. Events: Manages event handling within the engine. This includes defining events (Event.cs), an event bus (EventBus.cs), and listener interfaces (IEvent.cs and IEventListener.cs). Logging: Facilitates logging with support for different log targets. Key files include Log.cs, LogEntry.cs, LogLevel.cs, and ILogTarget.cs. Math: Contains mathematical structures and utilities necessary for graphics and game logic. This includes base types (Point.cs, Rect.cs, Size.cs, ColorExtensions.cs, and Viewport.cs), frustum definitions, and geometric types like Vertex.cs. Memory: Provides utilities for memory management, including classes for pinning and working with pixel maps (Pixmap). The Core project serves as the backbone for the entire engine, providing crucial infrastructure and utilities required for other modules to function effectively.
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Cube.GameSystems
The GameSystems package is responsible for handling game system types like Textures, Shaders and Sounds and many more
8
Cube.Graphics
The Graphics package serves as the main graphics binding for the Cube Engine framework. It utilizes the IGraphicsDriver interface to configure graphics settings for the entire application. This package also includes base types for various asset types, providing a foundational structure for managing and rendering graphical assets efficiently.
8
OpenTK
The Open Toolkit is set of fast, low-level C# bindings for OpenGL, OpenGL ES, OpenAL and OpenCL. It runs on all major platforms and powers hundreds of apps, games and scientific research. It provides bindings for GLFW windowing, input and a game loop, and is the perfect start for your own game engine. OpenTK comes with simple and easy to follow tutorials for learning *modern* OpenGL. These are written by the community and represent all of the best practices to get you started. Learn how to use OpenTK here: https://opentk.net/learn/index.html Sample projects that accompany the tutorial can be found here: https://github.com/opentk/LearnOpenTK We have a very active discord server, if you need help, want to help, or are just curious, come join us! https://discord.gg/6HqD48s
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OpenTK.Graphics
GLes11, GLes20, GLes30, GL2, and GL4 bindings for dotnet from the Khronos openGL c library.
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BREAKING: Simplifications to the `Monitors` api, hopefully it's easier to work with now. Old functions are marked `[Obsolete]` with directions for equivalent operations with the new API. (@NogginBops) BREAKING: Changed `Span<T>` to `ReadOnlySpan<T>` in OpenAL bindings where appropriate. (@NogginBops) API: Add more information to `MonitorInfo` such as human-readable names and supported video modes. (@NogginBops, @utkumaden) API: Added component-wise division operators for vector types (@NogginBops, @wildniklin) API: Added missing `One` and `Zero` static readonly fields to `Vector3i` (@NogginBops, @wildniklin) API: Implemented `AL_SOFT_loop_points` OpenAL extension. (@NogginBops) Passing `ContextAPI.NoAPI` in `NativeWindowSettings.ContextAPI` will not create an OpenGL context. This allows you to use `NativeWindow` to create a vulkan context, see #1334. (@arakis, @NogginBops) Added warning to documentation that `ClientSize` will not be guaranteed to have updated values in the `OnMaximized` and `OnMinimized` callbacks. (@NogginBops, @wo80) Updated to GLFW 3.3.5. (@NogginBops) FIX: Fix invalid IL generation for some edge case GL ES functions, AOT compiling OpenTK now works correctly!! (@NogginBops, thanks @jkotas for helping me understand the issue) FIX: Fix `Box3` documentation referencing 2D concepts. (@CaiB) FIX: Fixed `MathHelper.MapRange` so that it no longer always throws division by zero exceptions. (@jdmisek) FIX: Fixed `OnUnload` so that it's acutally called in all cases when closing the window. (@NogginBops, @adfcf) FIX: Wrap all callbacks in exception handlers that will then rethrow these exceptions at the end of `NativeWindow.ProcessEvents()` so that exceptions don't unwind into native calls which is a problem on non-windows platforms. (@NogginBops, @PJB3005) FIX: Fix `NativeWindow.IsExiting` and `NativeWindow.Exists` so that they actually contain correct values. (@NogginBops) FIX: Fix `Box2d.Translate` and `Box2i.Translate`, this fix also fixes setting the `Box2d.Center` and `Box2i.Center` properties. (@NogginBops, @yts233) FIX: Made JoystickCallback still work when multiple windows are used. (@TheBlubb14) FIX: The MonitorCallback no longer gets garbage collected and crashes the program when called. (@NogginBops, @) Deprecated the `Closed` event and then `OnClosed` virtual method, they where never called and now we explicitly say so. (@NogginBops) Deprecated `NativeWindowSettings.IsFullscreen`, use `NativeWindowSettings.WindowState` instead. (@NogginBops) Deprecated `NativeWindowSettings.IsMultiThreaded`, Render/Update split isn't a great idea then multithreading and users can easily spin up an "update" thread themselves. (@NogginBops)

.NET Standard 2.1

.NET Core 3.1

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