OpenTK.Mathematics 4.7.2

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.
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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
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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: Fixed issue where the `QuaternionD(double, double, double)` ctor produced the wrong quaternion. It now produces the same quaternion as `Quaterion(float, float, float)`. (@NogginBops) BREAKING: Fixed `QuaterionD.ToEulerAngles` to now produce the correct result. It now matches the result from `Quaterion.ToEulerAngles`. (@NogginBops) API: Deprecated `NativeWindow.CursorVisible` and `NativeWindow.CursorGrabbed` in favor of a unified `NativeWindow.CursorState` that disallows invalid combinations. (@NogginBops) API: Added `NativeWindowSettings.SrgbCapable` to be able to create a default framebuffer with sRGB capabilities. (@NogginBops) API: Added glfw native access funtions added in glfw 3.1. (@NogginBops) API: Added `MinimumSize` and `MaximumSize` properties to `NativeWindow` and `NativeWindowSettings`. (@toasty1307) API: Added `NativeWindow.ProcessWindowEvents` static function for processing events manually. Prefer this function (with `NativeWindow.ProcessInputEvents`) in a multi-window setup. (@NogginBops) API: Exposed `NativeWindow.ProcessInputEvents()` so multi-window setups can update input state of all windows before handling events (using `NativeWindow.ProcessWindowEvents`). (@NogginBops) API: Added a proper "main thread" check for glfw. To turn this off, `GLFWProvider.CheckForMainThread` can be set to false. (@NogginBops) API: Added all missing enums to `SizedInternalFormat`. (@NogginBops) API: Added `TextureCubeMapArray` to `TextureTarget3d`. (@NogginBops) API: Added `ParameterBuffer` to `BufferTarget`. (@NogginBops) API: Added overloads to `MultiDrawElementsIndirectCount` that takes the proper `DrawElementsType` enum as an argument. (@NogginBops) API: Added overloads to `VertexAttribIFormat` and `VertexAttribLFormat` that take `VertexAttribIntegerType` and `VertexAttributeDoubleType` respectively. (@BoyBaykiller) API: Added bindings for `NV_mesh_shader`, `NV_shading_rate`, `NV_primitive_shading_rate`, `NV_representative_fragment_test` and `NV_scissor_exclusive` extensions. (@BoyBaykiller) API: Enums should now be documented with their minimum version or extension requirements. These are not guaranteed to be 100% accurate but should mostly correct. (@NogginBops) API: Added `RawMouseMotionAttribute` enum, to be able to control raw mouse motion from GLFW. Fix issue where limiting framerate would cause issues with input functions like `JoystickState.WasButtonPressed` whould have an incorrect value (@NogginBops). Updated GLFW to 3.3.7. This should fix an issue where UTF-16 code points where sent to OnTextInput causing it to crash. (@NogginBops, @g7ChoGXh) If the update loop gets too far behind it no longer tries to make up for lost time. This was typically caused by resizing the window, and or closing the lid of a laptop. (@daerogami) OpenTK no longer put an upper limit on the `System.Runtime.CompilerServices.Unsafe` package. (@NogginBops) Fixed so `NativeWindowSettings.DepthBits` and `NativeWindowSettings.StencilBits` actually affect the resulting backbuffer format. (@NogginBops) Fixed an issue in `Box3i.Contains(Vector3i)` where one of the comparisons where wrong, causing incorrect results. (@BlakkM9) Fixed an issue where `Vector3i.ComponentMin` returned one of the input arguments instead of the proper result. (@Oribow) Fixed OpenAL `Buffer(int, BufferLoopPoint, ReadOnlySpan<int>)` overload to no longer crash. (@NogginBops)

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