Ab4d.SharpEngine 0.9.18-beta6

This is a prerelease version of Ab4d.SharpEngine.
There is a newer version of this package available.
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
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="Ab4d.SharpEngine" Version="0.9.18-beta6" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add Ab4d.SharpEngine --version 0.9.18-beta6
#r "nuget: Ab4d.SharpEngine, 0.9.18-beta6"
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// 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 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. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.
  • net6.0

    • No dependencies.

NuGet packages (4)

Showing the top 4 NuGet packages that depend on Ab4d.SharpEngine:

Package Downloads
Ab4d.SharpEngine.WinUI

Ab4d.SharpEngine.WinUI defines WinUI controls that can show 3D scene rendered by Ab4d.SharpEngine rendering engine

Ab4d.SharpEngine.AvaloniaUI

Ab4d.SharpEngine.AvaloniaUI defines Avalonia 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

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last updated
1.0.8740 1,065 12/7/2023
0.9.20-rc1 205 11/15/2023
0.9.18-beta6 189 10/20/2023
0.9.16-beta5 155 9/15/2023
0.9.15-beta4 583 8/23/2023
0.9.14-beta3 224 8/4/2023
0.9.13-beta3 820 7/11/2023
0.9.11-beta3 166 5/11/2023
0.9.10-beta3 105 5/10/2023
0.9.8-beta2 546 4/16/2023
0.9.0-beta1 214 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.