CSDL3 2026.8.24

dotnet add package CSDL3 --version 2026.8.24
                    
NuGet\Install-Package CSDL3 -Version 2026.8.24
                    
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="CSDL3" Version="2026.8.24" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="CSDL3" Version="2026.8.24" />
                    
Directory.Packages.props
<PackageReference Include="CSDL3" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add CSDL3 --version 2026.8.24
                    
#r "nuget: CSDL3, 2026.8.24"
                    
#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.
#:package CSDL3@2026.8.24
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=CSDL3&version=2026.8.24
                    
Install as a Cake Addin
#tool nuget:?package=CSDL3&version=2026.8.24
                    
Install as a Cake Tool

CSDL3

CSDL3 is an idiomatic, object-oriented C# wrapper for working with SDL3, making it easier to build cross-platform games and multimedia applications in .NET.

NuGet License: zlib .NET

Status: SDL3 is essentially fully implemented across the high-level wrappers. It hasn't been exhaustively tested yet though, so occasional bugs can still show up here and there. Issues and PRs are appreciated. Going forward, the primary focus is adding new convenience methods to the high-level wrappers.

What's covered

CSDL wraps SDL3 itself (video, audio, input, GPU, threads, file I/O, and more), plus the official satellite libraries: SDL_image, SDL_mixer, SDL_ttf, and SDL_net.

SDL_shadercross is not covered yet - because there's no SDL wiki documentation for it for now.

Requirements

  • .NET 10.0
  • SDL3 runtime available on your system

Compatibility

CI builds and tests on a self-hosted Linux runner. Before testing, it fast-forwards the local source checkouts for SDL, SDL_image, SDL_mixer, SDL_net, and SDL_ttf, then builds and installs them into a job-local prefix. The workflows are the source of truth for the validated native runtime setup.

Getting Started

1. Installation

dotnet add package CSDL3

2. Get the SDL3 Native Libraries

⚠️ Important: CSDL3 is bindings only - it does not ship with native SDL3 binaries. You need to obtain them separately and place them where your app can find them.

Use prebuilt native packages from edwardgushchin/SDL3-CS for SDL3, SDL_image, SDL_mixer, and SDL_ttf:

dotnet add package SDL3-CS.Linux
dotnet add package SDL3-CS.Linux.Image
dotnet add package SDL3-CS.Linux.Mixer
dotnet add package SDL3-CS.Linux.TTF

Replace Linux with Windows or macOS for those platforms. Install SDL_net separately from its official releases.

Manual approach:

Download binaries directly from:

Place the .dll/.so/.dylib files next to your executable.

3. Quick Start

Choose your preferred approach:

Option A: Manual Event Loop
using CSDL;
using CSDL.Input;
using CSDL.Video;

namespace CSDL3.Example {
    public static class Program {
        public static void Main(string[] args) {
            Init.RunOnMainThread(Run, $"Everything works on {Platform.Name}!", true);
            Init.Quit(); // important!!!
        }

        private static void Run(object userdata) {
            // Performs automatically when specific resources accessed
            //if (!Init.Initialize(InitFlags.Video | InitFlags.Events)) throw; 
            
            //Log.UseCustomOutput();
            //Log.CategoryPriority.SetForAll(LogPriority.Debug);
            
            using (var window = new Window("My Application", 800, 600)) {
                using (var renderer = new Renderer(window)) {
                    string text = (string)userdata;
                    // ClearColor Applied when Clear() is called; adjust to your liking
                    renderer.ClearColor = Color.Random();

                    // Window queries must stay on the main thread, so cache the size once and
                    // hand it to the timer callback instead of touching `window` from its thread.
                    Point windowSize = window.Size;
                    int textX = CSDL.Rand.Global.Next(50, windowSize.X / 2);
                    int textY = CSDL.Rand.Global.Next(10, windowSize.Y / 2);

                    // CSDL.Timer + CSDL.Rand together: jump the text to a new random spot once a second
                    using (var repositionTimer = new CSDL.Timer(CSDL.Timer.MsPerSecond, (object ud, TimerID id, uint interval) => {
                        textX = CSDL.Rand.Global.Next(50, windowSize.X / 2);
                        textY = CSDL.Rand.Global.Next(10, windowSize.Y / 2);
                        return interval; // returning the interval keeps the timer repeating
                    })) {
                        bool running = true;
                        while (running) {
                            Events.PollAll();
                            if (Events.Common.QuitRequested()) running = false;
                            if (Events.Keyboard.IsDown(Scancode.Escape)) running = false;

                            renderer.Clear();
                            renderer.DrawColor = Color.Red;
                            renderer.RenderDebugText(textX, textY, text);
                            renderer.Present();
                            CSDL.Timer.Delay(10);
                        }
                    }
                }
            }
        }
    }
}
Option B: Game Lifecycle

Derive from Game and let SDL's native main-callback mechanism (SDL_MAIN_USE_CALLBACKS) handle your event loop:

using CSDL;

public sealed class MyGame : CSDL.Game {
    protected override AppResult OnInit(string[] args) {
        // create your window/renderer here
        return AppResult.Continue;
    }

    protected override AppResult OnIterate() {
        // one frame of your game loop
        return AppResult.Continue;
    }

    protected override AppResult OnEvent(ref Event @event) {
        return AppResult.Continue;
    }

    protected override void OnQuit(AppResult result) {
        // dispose your resources here
    }
}

public static class Program {
    public static int Main() => new MyGame().Run();
}

Use Game<TState> if you'd prefer to keep your app's state in an explicit object rather than this.

How the Bindings Are Generated

The low-level _Generated layer underneath the hand-written wrapper classes is produced by a private code generator (not part of this repo) that reads the SDL wiki directly. Function signatures, structs, enums, and documentation all come from there automatically.

Properties

Properties are handled specially since the SDL wiki doesn't document them well. They're derived from reading the actual SDL source code, parsing the surrounding syntax, and inferring return values from context.

Contributing

Issues and PRs are appreciated! Please note:

  • _Generated/*.g.cs files are auto-generated. Don't modify them
  • For new features or fixes, target the high-level API in the main source directories

License

Licensed under the zlib License.

Product Compatible and additional computed target framework versions.
.NET net10.0 is compatible.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.
  • net10.0

    • No dependencies.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last Updated
2026.8.24 0 8/24/2026
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2026.8.23 36 8/23/2026