Ab4d.SharpEngine
2.1.9028-beta1
See the version list below for details.
dotnet add package Ab4d.SharpEngine --version 2.1.9028-beta1
NuGet\Install-Package Ab4d.SharpEngine -Version 2.1.9028-beta1
<PackageReference Include="Ab4d.SharpEngine" Version="2.1.9028-beta1" />
paket add Ab4d.SharpEngine --version 2.1.9028-beta1
#r "nuget: Ab4d.SharpEngine, 2.1.9028-beta1"
// Install Ab4d.SharpEngine as a Cake Addin #addin nuget:?package=Ab4d.SharpEngine&version=2.1.9028-beta1&prerelease // Install Ab4d.SharpEngine as a Cake Tool #tool nuget:?package=Ab4d.SharpEngine&version=2.1.9028-beta1&prerelease
Ab4d.SharpEngine
Ab4d.SharpEngine is a cross-platform Vulkan based 3D rendering engine for desktop and mobile .Net applications.
Vulkan is a high performance graphics and cross-platform API that is similar to DirectX 12 but can run on multiple platforms.
The following features are supported by the current version:
- Using any coordinate system (y-up or z-up, right-handed or left-handed)
- Core SharpEngine objects (Scene, SceneView)
- Many SceneNode objects (ported most of 3D objects from Ab3d.PowerToys)
- Object instancing (InstancedMeshNode)
- Cameras: TargetPositionCamera, FirstPersonCamera, FreeCamera, MatrixCamera
- Lights: AmbientLight, DirectionalLight, PointLight, SpotLight, CameraLight
- Effects: StandardEffect, SolidColorEffect, VertexColorEffect, ThickLineEffect
- ReaderObj to read 3D models from obj files
- Assimp importer that uses third-party library to import 3D models from almost any file format
Samples
Ab4d.SharpEngine.Samples on GitHub
Platforms and UI frameworks:
Windows:
- WPF full composition support with SharpEngineSceneView control (Ab4d.SharpEngine.Wpf library)
- AvaloniaUI support with SharpEngineSceneView control (Ab4d.SharpEngine.AvaloniaUI library)
- WinUI 3 support with SharpEngineSceneView control (Ab4d.SharpEngine.WinUI library)
- Using SDL or Glfw (using third-party Silk.Net library; the same project also works on Linux)
- MAUI
- WinForms support
Linux (including Raspberry PI 4):
- AvaloniaUI support with SharpEngineSceneView control (Ab4d.SharpEngine.AvaloniaUI library)
- Using SDL or Glfw (using third-party Silk.Net library; the same project also works on Windows)
- See "Vulkan on Resberry Pi 4" guide on how to use SharpEngine on Resberry Pi 4 with an external monitor.
Android:
- Using SurfaceView in C# Android Application
- Using SDL (using third-party Silk.Net library)
- MAUI
macOS:
- Using AvaloniaUI with SharpEngineSceneView control (Ab4d.SharpEngine.AvaloniaUI library). Requires MoltenVK library - see special project for macos.
- Using MAUI - requires MoltenVK library - see Building for macOS and iOS below.
iOS:
- Using MAUI - requires .Net 8 and MoltenVK library
Online help
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net6.0 is compatible. 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 is compatible. 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. |
-
net6.0
- No dependencies.
-
net8.0
- No dependencies.
NuGet packages (7)
Showing the top 5 NuGet packages that depend on Ab4d.SharpEngine:
Package | Downloads |
---|---|
Ab4d.SharpEngine.AvaloniaUI
Ab4d.SharpEngine.AvaloniaUI defines Avalonia controls that can show 3D scene rendered by Ab4d.SharpEngine rendering engine |
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Ab4d.SharpEngine.WinUI
Ab4d.SharpEngine.WinUI defines WinUI controls that can show 3D scene rendered by Ab4d.SharpEngine rendering engine |
|
Ab4d.SharpEngine.Assimp
Ab4d.SharpEngine.Assimp provides classes that can use Assimp importer to import 3D objects into Ab4d.SharpEngine 3D rendering engine |
|
Ab4d.SharpEngine.Wpf
Ab4d.SharpEngine.Wpf defines WPF controls that can show 3D scene rendered by Ab4d.SharpEngine rendering engine |
|
Ab4d.SharpEngine.glTF
Ab4d.SharpEngine.glTF library provides a glTF 2.0 importer that can import 3D objects from glTF files to Ab4d.SharpEngine 3D objects. The library also provides a glTF exporter that can export the 3D scene created by Ab4d.SharpEngine to the glTF file. |
GitHub repositories
This package is not used by any popular GitHub repositories.
Version | Downloads | Last updated |
---|---|---|
2.1.9118-beta2 | 99 | 12/19/2024 |
2.1.9028-beta1 | 175 | 9/20/2024 |
2.0.8956 | 972 | 7/9/2024 |
2.0.8951 | 261 | 7/4/2024 |
2.0.8941-rc2 | 204 | 6/24/2024 |
2.0.8936-rc1 | 195 | 6/19/2024 |
1.0.8740 | 1,665 | 12/7/2023 |
0.9.20-rc1 | 263 | 11/15/2023 |
0.9.18-beta6 | 234 | 10/20/2023 |
0.9.16-beta5 | 206 | 9/15/2023 |
0.9.15-beta4 | 619 | 8/23/2023 |
0.9.14-beta3 | 264 | 8/4/2023 |
0.9.13-beta3 | 999 | 7/11/2023 |
0.9.11-beta3 | 201 | 5/11/2023 |
0.9.10-beta3 | 132 | 5/10/2023 |
0.9.8-beta2 | 575 | 4/16/2023 |
0.9.0-beta1 | 244 | 12/14/2022 |
Ab4d.SharpEngine v2.1.9028-beta1
This is an intermediate beta version with the following new features (compared to v2.0):
- Added GpuStagingBuffer class that can do a batch copy of multiple buffers so we wait only once for multiple buffers copy operations. This significantly improves performance of buffer initialization (creating 1000 pyramids each with its own mesh takes now 15ms instead of 200ms).
- Added MeshUtils.CreateSmoothShadedMesh and MeshUtils.CreateFlatShadedMesh methods that can convert any mesh to a smooth shaded mesh (without any hard edges) or a flat shaded mesh (all edges are hard).
- Improved generating edge lines - in some cases GetEdgeLines method generated too many edge lines (for example after Boolean operations) or to few edges (for example after slicing the mesh with a plane).
- Fixed copying data to GPU memory on some Android emulators.
- Fixed LineSelectorData that can produce invalid results when some of the lines are completely behind the camera.
- Improved performance of LineSelectorData when the whole line is behind the camera - in this case the screen space positions are not calculated. Also added a new property IsBoundingBoxBehindTheCamera.
- Added a new overload to LineSelectorData.GetClosestPositionOnLine method that takes screenPosition (mouse 2D position) as a parameter.
- Updated setting memory type index when creating shared texture for WPF and Avalonia applications on Windows.
- Added support for devices that use non-coherent memory (some older Android and older iMac devices).
- Added support for VK_EXT_device_fault extension. This can provide some additional information on device lost on devices that support that extension.
- Improved performance of copying rendered texture to CPU (used for PresentationType = WritableBitmap or for SceneView.RenderToGpuImage).