Ab4d.SharpEngine
0.9.18-beta6
See the version list below for details.
dotnet add package Ab4d.SharpEngine --version 0.9.18-beta6
NuGet\Install-Package Ab4d.SharpEngine -Version 0.9.18-beta6
<PackageReference Include="Ab4d.SharpEngine" Version="0.9.18-beta6" />
paket add Ab4d.SharpEngine --version 0.9.18-beta6
#r "nuget: Ab4d.SharpEngine, 0.9.18-beta6"
// Install Ab4d.SharpEngine as a Cake Addin #addin nuget:?package=Ab4d.SharpEngine&version=0.9.18-beta6&prerelease // Install Ab4d.SharpEngine as a Cake Tool #tool nuget:?package=Ab4d.SharpEngine&version=0.9.18-beta6&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:
- 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 (coming soon)
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
Online Ab4d.SharpEngine Reference help
Expiration date:
The beta version of Ab4d.SharpEngine will expire 6 months after publishing.
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 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. |
-
net6.0
- 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 |
|
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 |
---|---|---|
2.1.9028-beta1 | 159 | 9/20/2024 |
2.0.8956 | 849 | 7/9/2024 |
2.0.8951 | 254 | 7/4/2024 |
2.0.8941-rc2 | 201 | 6/24/2024 |
2.0.8936-rc1 | 193 | 6/19/2024 |
1.0.8740 | 1,649 | 12/7/2023 |
0.9.20-rc1 | 259 | 11/15/2023 |
0.9.18-beta6 | 232 | 10/20/2023 |
0.9.16-beta5 | 204 | 9/15/2023 |
0.9.15-beta4 | 618 | 8/23/2023 |
0.9.14-beta3 | 262 | 8/4/2023 |
0.9.13-beta3 | 997 | 7/11/2023 |
0.9.11-beta3 | 200 | 5/11/2023 |
0.9.10-beta3 | 130 | 5/10/2023 |
0.9.8-beta2 | 573 | 4/16/2023 |
0.9.0-beta1 | 243 | 12/14/2022 |
Ab4d.SharpEngine beta 6 (last beta version):
- TextBlockFactory, BitmapTextCreator and BitmapFont are now part of SharpEngine. Also there is a build-in bitmap font that can be used without the need to provide your font.
- Improved ways to manually dispose objects and resources by adding the following methods: GroupNode.DisposeAllChildren, GroupNode.DisposeWithAllChildren, GroupNode.DisposeChildren, ModelNode.DisposeWithMaterial, MeshModelNode.DisposeWithMeshAndMaterial, LineBaseNode.DisposeWithMaterial and StandardMaterial.DisposeWithTexture (see online help for more info: https://www.ab4d.com/help/SharpEngine/html/R_Project_Ab4d_SharpEngine.htm)
- Added support for rendering sprites - see SpritesSample
- Renamed GroupNode.GetFirstChild to GetChild
- Improved support for using SharedTexture for WPF on Intel graphics cards. Before WritableBitmap was used because Intel's Vulkan driver do not support sharing DirectX 9 texture (created by WPF) with Vulkan. Note that this requries copying to another texture and this means that for integrated Intel GPU this is not faster so for now WritableBitamp is used by default. SharedTexture can be forece by setting IsUsingSharedTextureForIntegratedIntelGpu to true.
- When calling RenderToBitmap or similar method and when format parameter is omitted, them the currently used Format from SceneView is used (before Bgra was used).
- Updated RenderingSteps that render objects: FillCommandBufferRenderingStep is now abstract; there are new RenderObjectsRenderingStep and RenderSpritesRenderingStep; renamed SceneView.DefaultFillCommandBufferRenderingStep to SceneView.DefaultRenderObjectsRenderingStep; renamed CompleteRenderingStep to CompleteRenderingRenderingStep; renamed SceneView.DefaultCompleteRenderingRenderingStep to SceneView.DefaultCompleteRenderingStep
- Added ClampNoInterpolation to CommonSamplerTypes - can be used for height maps with hard gradient.
- Fixed hit-testing for InstancedMeshNode
- Fixed using transparency in WPF's WriteableBitmap.
- Updated TextureLoader to add options to cache a loaded texture (GpuImage) in a Scene's cache and not only in GpuDevice's cache. This way the textures are disposed when the Scene is disposed.
- ReaderObj and AssimpImporter now have new constructors that take Scene object. When used, then textures are cached by the Scene and not by the GpuDevice.
- Many other fixes and improvements.