OpenTK.Mathematics 4.8.2

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
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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
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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
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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.
8

FIX: Fixed issue where setting `NativeWindow.WindowState = WindowState.Normal` while fullscreen would not exit fullscreen. (@Th3Dilli) API: Added `NativeWindow.FramebufferSize`, `NativeWindow.OnFramebufferResize`, and `NativeWindow.FramebufferResize` to be able to properly get the framebuffer size of the window (useful on macos where framebuffer size is not equal to client size). (@NogginBops) API: Added `GameWindowSettings.Win32SuspendTimerOnDrag` propery that allows the internal timer to be suspended while the window is moved or resized. Without this dragging the window will cause an abnormally large time delta since the last frame. (@MV10) API: Made `NativeWindowSettings.Size` obsolete in favour of `NativeWindowSettings.ClientSize` (`NativeWindowSettings.Size` has always set the client size of the window, this namechange just makes this clear). (@MV10) API: Added ability to override OpenAL and OpenCL native library search path by setting `OpenALLibraryNameContainer.OverridePath` or `OpenCLLibraryNameContainer.OverridePath`. (@NogginBops) API: Added `NativeWindowSettings.AutoIconify` and `NativeWindow.AutoIconify` property to control if the window gets minimized if it loses focus while fullscreen. (@MV10) API: Added missing enums to `GetPName`. (@BoyBaykiller) FIX: Fixed an issue where creating a `NativeWindow` on wayland would freeze in the constructor. (@Th3Dilli) BREAKING: Re-implemented `Box2/3.Inflate` to work like `System.Drawing.Rectangle.Inflate`. The old behaviour can be found using `Box2/3.Extend`, as the previous obsoletion message stated. (@MV10, @NogginBops) Add example of how to implement `IBindingsContext` in the documentation comments on `IBindingsContext`. (@utkumaden) Internal changes to make the build system simpler and easier to modify. (@NogginBops) Internal changes from `Math` to `MathF` where appropriate. (@MV10)

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