| Raylib-CSharp-Vinculum | |
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Raylib-CSharp-Vinculum is a .Net/C# autogen raylib binding, 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 the following raylib 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 (C# port of rcamera.h).
- Requires
unsafekeyword. A basic guide on pointers can be found here, - A focus on performance & minimal runtime allocations,
- A fork of Raylib-CsLo as the maintainer wished 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: 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
Differencessection below
Maybe! This repo is a fork of Raylib-CsLo, the Maintainer (jasonswearingen/Novaleaf) announced they wished to step down from the project and seeing as I use the project for a set a game-development 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 kind of 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 didn't 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
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.
-
dotnet add package Raylib-CSharp-Vinculum -
Or by searching for Raylib-CSharp-Vinculum in Visual Studio's Nuget Package Manager
Warning: The Linux build system only builds raylib, not the Vinculum project, to complete the build process you must use Windows, this is temporary.
Building for Windows
-
Visual Studio 2022 with the following workloads:
- .NET SDK (NET8+)
- 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 --recursiveto get all of the submodules)git clone --recursive https://github.com/ZeroElectric/Raylib-CSharp-Vinculum.gitNote: If you didn't or forgot to use
--recursive, you can rungit submodule update --init --recursiveto fix it
- Run
build.batand wait for the build to complete - Reference
Raylib-CSharp-Vinculum.dllfromOutput\binand import the folderruntimesinto 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
Building for Linux
-
.NET SDK (NET8+)
- You can find more info on how to install .NET on Linux here
-
Install Build-Essential for linux
sudo apt install build-essential git -
Install required libraries
sudo apt install libasound2-dev mesa-common-dev libx11-dev libxrandr-dev libxi-dev xorg-dev libgl1-mesa-dev libglu1-mesa-dev -
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 --recursiveto get all of the submodules)git clone --recursive https://github.com/ZeroElectric/Raylib-CSharp-Vinculum.gitNote: If you didn't or forgot to use
--recursive, you can rungit submodule update --init --recursiveto fix it
- Run
build.sh, wait for the build to complete - Compiled 'libraylib.so' will be in
Source/Raylib-CSharp-Vinculum/runtimes/linux-x64/native
Differences from Raylib-CsLo
- Greatly optimized the project layout,
- New build system, now just run build.xx from the root folder to build the library.
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(Raylib.RAYWHITE);
// Draw the text "Hello World" in maroon color at position (190, 200)
Raylib.DrawText("Hello Raylib in CSharp!", 190, 200, 20, Raylib.MAROON);
// End drawing to the window
Raylib.EndDrawing();
}
// Close the window
Raylib.CloseWindow();
}
}raylibis built upon OpenGL which uses column-major matricies, while .Net uses row-major. When passing your final calculated matricies to raylib for rendering, callMatrix4x4.Transpose(yourMatrix)first.
- Most methods that take
sbyte*have astringwrapper, so be sure to look at the overloads you can call. - If you still with to convert a string, use
SpanOwner<T>from theCommunityToolkit.HighPerformanceNuget package andMarshalUtf8()&AsPtr()from theZeroElectric.Vinculum.Extensionsnamspace , 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);
-
Although the autogen bindings remain unchanged, convenience wrappers have been added. These wrappers typically work automatically via method overloads or helpers eg
GetGestureDetectedAsGestureorCamera3D.Projection. -
If all else fails, yes, cast to
int.
ZeroElectric.Vinculum.RayMathcontains a lot of helpful methods for doing game related math.- Although the
RayMathhelper methods have been translated into C#, making the code pretty fast, it is recommended, if available to use the corresponding method underSystem.Numerics, as the .Net CLR treats things underSystem.Numericsspecial and optimizes them better.
- 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# 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;- When using
raygui, if you close a window made with raylib after callingRayGui.GuiLoadStyleDefault()and then open a new raylib window (within the same running instance), multiple rayGUI ui elements will be broken, Texture2Ddoesn't exist, it's just an alias forTexture, use that instead,LogCustom()is ported but doesn't support variable length arguments,- The
Text.Unicodeexample doesn't render unicode properly. - One of the overloads for the
GuiCheckBoximplementation returnsboollike the Raygui 3.x API, instead ofint.
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.
