Raylib-CSharp-Vinculum
4.5.1
See the version list below for details.
dotnet add package Raylib-CSharp-Vinculum --version 4.5.1
NuGet\Install-Package Raylib-CSharp-Vinculum -Version 4.5.1
<PackageReference Include="Raylib-CSharp-Vinculum" Version="4.5.1" />
paket add Raylib-CSharp-Vinculum --version 4.5.1
#r "nuget: Raylib-CSharp-Vinculum, 4.5.1"
// Install Raylib-CSharp-Vinculum as a Cake Addin #addin nuget:?package=Raylib-CSharp-Vinculum&version=4.5.1 // Install Raylib-CSharp-Vinculum as a Cake Tool #tool nuget:?package=Raylib-CSharp-Vinculum&version=4.5.1
Raylib-CSharp-Vinculum
Raylib-CSharp-Vinculum is a autogen raylib binding for .Net/C#, raylib is a simple and easy-to-use 2d/3d videogame framework, similar to XNA & MonoGame.
- Windows & Linux supported,
- Supports .Net 5+, Mono 6.4+, Core 3.0,
- 1-1 bindings + convenience wrappers to make it easier to use,
- Includes bindings for all of Raylib's extras:
raylib
: Core features, including Audio,rlgl
: OpenGl abstraction,raygui
: An immediate mode GUI framework,physac
: A simple 2d physics framework,rres
: A simple and easy-to-use file-format to package resources,easings
: Use for simple animations (C# Managed Port),raymath
: A game math library (C# Managed Port),rcamera
: A basic camera system (Direct C# port of rcamera.h).
- Requires
unsafe
keyword for 3d workflows. A basic guide on pointers can be found here, - A focus on performance. No runtime allocations if at all possible,
- A fork of Raylib-CsLo as the maintainer wishes to step down,
- Very little intellisense docs. You can read the Raylib cheatsheet for some help or view the examples
- Go give Ray some love ❤️, https://github.com/sponsors/raysan5
Warning: 3D users: be sure you check the FAQ & Tips section below, especially on how you need to use
Matrix4x4.Transpose()
when sending Matricies to Raylib.
Note: Users comming from Raylib-CsLo make sure to read the
Differences
section below
Wait a minute haven't I seen this repository before?
Maybe! This repo is a fork of Raylib-CsLo and the Maintainer (jasonswearingen/Novaleaf) announced they wanted to step down from the project and seeing as I use the project for a set a game-making tools I decided to fork the project and greatly optimize the project layout for better long term maintainability. Why did I change the name? Honestly the name Raylib-CsLo
is kinda boring, and being inspired by projects with names like Vortice, I chose the name Vinculum [vin·cu·lum]
witch means Bond in Latin, also I dont want to "steal" the name, other then the name, the only real change from a end-user point of view is a namespace difference Raylib-CsLo > ZeroElectric.Vinculum
What is Raylib?
Raylib is a easey-to-use videogame framework well suited for prototyping, tooling, embedded systems and education, includes systems for: audio, 3D, 2D, 2D physics, fonts, animation, an OpenGL abstraction layer & more. Inspired By XNA
& The Borland Graphics Interface
. However, Raylib
is a C framework. Raylib-CSharp-Vinculum
is a .Net/C# autogen wrapper, which lets you use raylib in .Net/C#.
How to Install
📦 via Nuget
By adding the package using the .NET CLI:
dotnet add package Raylib-CSharp-Vinculum
Or by searching for Raylib-CSharp-Vinculum in Visual Studio's Nuget Package Manager
🏗️ via Source
Attention: The current build system is only usable on Windows 10/11, this is temporary.
<details>
<summary>Building for Windows</summary>
Prerequisites
- Visual Studio 2022 with the following workloads:
- .NET SDK (NET6+)
- Visual C++ Toolset
- MSVC v142 (or higher) x64/x86
- Clone this repo using the git command below. (Note: Downloading this repo as a zip file will not work, it is important you use
git clone --recursive
to get all of the submodules)
git clone --recursive https://github.com/ZeroElectric/Raylib-CSharp-Vinculum.git
Note: If you didn't or forgot to use
--recursive
, you can rungit submodule update --init --recursive
to fix it
- Run
build.bat
and wait for the build to complete - Reference
Raylib-CSharp-Vinculum.dll
fromOutput\bin
and import the folderruntimes
into your project's root directory - Compiled 'Examples' will be in
Output\example-bin
If the build wasn't successful make a new issue with the error it gave you
</details>
Differences from Raylib-CsLo
The only real changes from a end-user point of view is a namespace difference Raylib-CsLo > ZeroElectric.Vinculum
& uses newer build of raylib
that might have removed or changed some functions you use.
Other changes:
- Greatly optimized the project layout,
- New build system, now you just run build.bat from the root folder to build the library.
Examples
Basic Example:
using ZeroElectric.Vinculum;
namespace VinculumExample;
public static class Program
{
public static void Main(string[] args)
{
// Set the width and height of the window
int screenWidth = 800;
int screenHeight = 450;
// Initialize the window with the specified width, height, and title
Raylib.InitWindow(screenWidth, screenHeight, "Hello World , Raylib-CSharp-Vinculum");
// Set the FPS to 60
Raylib.SetTargetFPS(60);
// Loop until the window is closed
while (!Raylib.WindowShouldClose())
{
// Begin drawing to the window
Raylib.BeginDrawing();
// Clear the background to white
Raylib.ClearBackground(Color.RAYWHITE);
// Draw the text "Hello World" in maroon color at position (190, 200)
Raylib.DrawText("Hello Raylib in CSharp!", 190, 200, 20, Color.MAROON);
// End drawing to the window
Raylib.EndDrawing();
}
// Close the window
Raylib.CloseWindow();
}
}
❓ FAQ & Tips
Make sure your matricies aren't corrupt!
- Raylib is built upon OpenGL which uses column-major matricies, while .Net uses row-major. When passing your final calculated matrix to raylib for rendering, call
Matrix4x4.Transpose(yourMatrix)
.
How do I convert a string to sbyte*
?
- Most methods that take
sbyte*
have astring
wrapper, so be sure to look at the overloads you can call. - If you still with to convert a string, use
SpanOwner<T>
from theCommunityToolkit.HighPerformance
Nuget package andMarshalUtf8()
&AsPtr()
from theZeroElectric.Vinculum.Extensions
namspace , for example:using CommunityToolkit.HighPerformance.Buffers; using ZeroElectric.Vinculum.Extensions; string mytext = "Here be some text"; using SpanOwner<sbyte> spanOwner = mytext.MarshalUtf8(); DrawText(spanOwner.AsPtr(), 10, 10, 10, BLACK);
Do I have to cast enums to int
?
- The autogen bindings are left untouched, however convenience wrappers have been added. Usually these will automatically "work" via method overloads, but when this is not possible, try adding an underscore
_
to the end of the method or property, for example:Camera3D.projection_ = CameraProjection.CAMERA_ORTHOGRAPHIC; Gesture gesture = Raylib.GetGestureDetected_();
- If all else fails, yes, cast to
int
.
Can or Should I use RayMath
?
ZeroElectric.Vinculum.RayMath
contains a lot of helpful methods for doing game related math.- The
RayMath
helper methods have been translated into C#, this makes the code pretty fast, but if the same method exists underSystem.Numerics
you should use that instead, because the .Net CLR treats things under System.Numerics special, and optimizes it better.
I ran the Example project in a profiler. What are all these sbyte[]
arrays being allocated?
- A pool of
sbyte[]
arrays are allocated for string marshalling purposes, to avoid runtime allocations.
TIP: You might want to use the global using directive
to create aliases like the following to make C# code function more like the raylib C examples.
global using static ZeroElectric.Vinculum.Raylib;
global using static ZeroElectric.Vinculum.RayMath;
global using static ZeroElectric.Vinculum.RayCamera;
global using static ZeroElectric.Vinculum.RayGui;
global using static ZeroElectric.Vinculum.RlGl;
global using Camera = ZeroElectric.Vinculum.Camera3D;
global using RenderTexture2D = ZeroElectric.Vinculum.RenderTexture;
global using Texture2D = ZeroElectric.Vinculum.Texture;
global using TextureCubemap = ZeroElectric.Vinculum.Texture;
global using Matrix = System.Numerics.Matrix4x4;
Known Issues
- When using
RayGui
, if you close a raylib window after callingRayGui.GuiLoadStyleDefault()
and then open a new raylib window (within the same running instance), multiple rayGui ui elements will be broken, Texture2D
doesn't exist, it's just an alias forTexture
so use that instead,LogCustom()
is ported but doesn't support variable length arguments,- The Linux build supplied by the nuget pakage was buiilt under
debug
mode, - The
Text.Unicode
example doesn't render unicode properly.
License
Mozilla Public License 2.0 (MPL)
This repository is licensed under the Mozilla Public License 2.0 (MPL). The MPL is a popular "weak copyleft" license that allows just about anything. For example, you may use/include/static-link this library in a commercial, closed-source project without any burdens. The main limitation of the MPL being that: Modifications to the source code in this project must be open sourced.
The MPL is a great choice, both by providing flexibility to the user, and by encouraging contributions to the underlying project. If you would like to read about the MPL, FOSSA has a great overview of the MPL 2.0 here.
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net5.0 was computed. net5.0-windows was computed. net6.0 was computed. net6.0-android was computed. net6.0-ios was computed. net6.0-maccatalyst was computed. net6.0-macos was computed. net6.0-tvos was computed. net6.0-windows was computed. net7.0 was computed. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 was computed. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. |
.NET Core | netcoreapp3.0 was computed. netcoreapp3.1 was computed. |
.NET Standard | netstandard2.1 is compatible. |
MonoAndroid | monoandroid was computed. |
MonoMac | monomac was computed. |
MonoTouch | monotouch was computed. |
Tizen | tizen60 was computed. |
Xamarin.iOS | xamarinios was computed. |
Xamarin.Mac | xamarinmac was computed. |
Xamarin.TVOS | xamarintvos was computed. |
Xamarin.WatchOS | xamarinwatchos was computed. |
-
.NETStandard 2.1
- CommunityToolkit.HighPerformance (>= 8.1.0)
NuGet packages (1)
Showing the top 1 NuGet packages that depend on Raylib-CSharp-Vinculum:
Package | Downloads |
---|---|
WoopWoopEngine
A basic C# game engine with Raylib for rendering. |
GitHub repositories
This package is not used by any popular GitHub repositories.
Version | Downloads | Last updated |
---|---|---|
5.0.1 | 1,887 | 1/14/2024 |
5.0.0 | 1,596 | 11/22/2023 |
4.5.2 | 2,292 | 5/12/2023 |
4.5.1 | 2,143 | 4/20/2023 |
4.5.0.1 | 2,206 | 4/8/2023 |
4.5.0 | 2,300 | 3/18/2023 |
4.5.0-rc1 | 2,037 | 3/16/2023 |
4.5.0-dev-alpha | 2,069 | 3/14/2023 |
4.2.0-alpha | 2,074 | 12/8/2022 |
Release Notes:
4.5.1 (Apr 20 2023), Raygui 3.5
Updated raygui to 3.5
- Added new Tab Bar contorol `GuiTabBar()`, based upon `GuiToggle()`,
- Added helper functions to split text in separate lines,
- Added new icons useful for code editing tools,
- Redesigned `GuiTextBox()` to support cursor movement and `GuiDrawText()` to divide drawing by lines.
The following functions have been removed:
- REMOVED: Unneeded icon editing functions
- REMOVED: GuiTextBoxMulti(), very limited and broken
- REMOVED: MeasureTextEx() dependency, logic directly implemented
- REMOVED: DrawTextEx() dependency, logic directly implemented
4.5.0.1 (Apr 7 2023):
- Added Linux support.
4.5.0 (Mar 18 2023):
- A simpler and more extendable Camera module (RayCamera a C# port of rcamera.h).
- Support for M3D models and M3D/GLTF animations,
- Support for QOA audio format,
- Added new data structures validation functions such as `IsImageReady()`, `IsTextureReady()`, `IsSoundReady()` & more!
- Redesigned rlgl module for automatic render-batch limits checking and rshapes module to minimize the rlgl dependency.
The following functions have been removed or renamed:
- REMOVED: Multichannel audio API: PlaySoundMulti(), StopSoundMulti()
- REMOVED: UnloadModelKeepMeshes()
- REMOVED: DrawCubeTexture(), DrawCubeTextureRec(), functions moved to new example: `DrawCubeWithTexture`
- REMOVED: DrawTextureQud()
- REMOVED: DrawTexturePoly(), function moved to example: `textures_polygon`
- REMOVED: DrawTextureTiled(),function implementation moved to the textures_tiled.c
- RENAMED: TextCodepointsToUTF8() to LoadUTF8()
- RENAMED: GetCodepoint() -> GetCodepointNext()
With more then 25 new functions and 40+ functions revsions make sure to check out raylib's [CHANGELOG]([CHANGELOG](https://github.com/raysan5/raylib/blob/master/CHANGELOG)) for a detailed list of changes in raylib 4.5
4.5.0-rc1:
- Added RayCamera
4.5.0-dev-alpha:
- Updated to Raylib 4.5-dev
4.2.0.0-alpha:
- Initial release of Raylib-CSharp-Vinculum, a C# binding for Raylib 4.2, supports Windows.