Silk.NET.GLFW 1.0.0-preview3

Prefix Reserved
This is a prerelease version of Silk.NET.GLFW.
There is a newer version of this package available.
See the version list below for details.
dotnet add package Silk.NET.GLFW --version 1.0.0-preview3                
NuGet\Install-Package Silk.NET.GLFW -Version 1.0.0-preview3                
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="Silk.NET.GLFW" Version="1.0.0-preview3" />                
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add Silk.NET.GLFW --version 1.0.0-preview3                
#r "nuget: Silk.NET.GLFW, 1.0.0-preview3"                
#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 Silk.NET.GLFW as a Cake Addin
#addin nuget:?package=Silk.NET.GLFW&version=1.0.0-preview3&prerelease

// Install Silk.NET.GLFW as a Cake Tool
#tool nuget:?package=Silk.NET.GLFW&version=1.0.0-preview3&prerelease                

Silk.NET is a high-speed, advanced library, providing bindings to popular low-level APIs such as OpenGL, OpenAL, and Vulkan.

Product Compatible and additional computed target framework versions.
.NET net5.0 was computed.  net5.0-windows was computed.  net6.0 was computed.  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. 
.NET Core netcoreapp2.0 was computed.  netcoreapp2.1 was computed.  netcoreapp2.2 was computed.  netcoreapp3.0 was computed.  netcoreapp3.1 was computed. 
.NET Standard netstandard2.0 is compatible.  netstandard2.1 was computed. 
.NET Framework net461 was computed.  net462 was computed.  net463 was computed.  net47 was computed.  net471 was computed.  net472 was computed.  net48 was computed.  net481 was computed. 
MonoAndroid monoandroid was computed. 
MonoMac monomac was computed. 
MonoTouch monotouch was computed. 
Tizen tizen40 was computed.  tizen60 was computed. 
Xamarin.iOS xamarinios was computed. 
Xamarin.Mac xamarinmac was computed. 
Xamarin.TVOS xamarintvos was computed. 
Xamarin.WatchOS xamarinwatchos was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages (15)

Showing the top 5 NuGet packages that depend on Silk.NET.GLFW:

Package Downloads
Aardvark.Application.Slim

Aardvark is an open-source platform for visual computing, real-time graphics and visualization.

Aardvark.Application.Slim.GL

Aardvark is an open-source platform for visual computing, real-time graphics and visualization.

Aardvark.Application.Slim.Vulkan

Aardvark is an open-source platform for visual computing, real-time graphics and visualization.

Silk.NET.Windowing.Glfw

Silk.NET is a high-speed, advanced library, providing bindings to popular low-level APIs such as OpenGL, OpenCL, OpenAL, OpenXR, GLFW, SDL, Vulkan, Assimp, and DirectX.

Silk.NET

Silk.NET is a high-speed, advanced library, providing bindings to popular low-level APIs such as OpenGL, OpenCL, OpenAL, OpenXR, GLFW, SDL, Vulkan, Assimp, and DirectX.

GitHub repositories (4)

Showing the top 4 popular GitHub repositories that depend on Silk.NET.GLFW:

Repository Stars
Pyrdacor/Ambermoon.net
Ambermoon rewrite in C#
Syncaidius/MoltenEngine
A spare-time C# .NET 8 game engine project. Cross-platform, multi-threaded.
Pyrdacor/freeserf.net
Settlers 1 clone written in C#
shibbo/Fushigi
An editor for Super Mario Bros. Wonder.
Version Downloads Last updated
2.22.0 3,292 11/5/2024
2.21.0 28,855 4/23/2024
2.20.0 19,973 12/12/2023
2.19.0 6,328 11/14/2023
2.18.0 3,576 10/21/2023
2.17.1 21,240 4/9/2023
2.17.0 10,225 4/6/2023
2.16.0 26,954 8/2/2022
2.15.0 51,322 4/2/2022
2.14.0 4,636 3/15/2022
2.13.0 3,394 2/6/2022
2.12.0 21,299 1/7/2022
2.11.0 5,178 12/6/2021
2.10.1 1,700 11/10/2021
2.10.0 1,258 11/6/2021
2.9.0 2,366 10/5/2021
2.8.0 1,874 9/4/2021
2.7.0 1,816 8/9/2021
2.6.0 3,417 7/3/2021
2.5.0 3,189 6/8/2021
2.4.0 15,717 5/7/2021
2.3.0 1,657 4/3/2021
2.2.0 1,474 3/6/2021
2.1.0 1,411 2/16/2021
2.0.0 1,551 1/2/2021
2.0.0-preview5 620 12/29/2020
2.0.0-preview4 751 12/8/2020
2.0.0-preview3 772 11/17/2020
2.0.0-preview2 856 8/21/2020
2.0.0-preview 2,904 7/15/2020
1.9.0 4,062 12/4/2020
1.8.0 2,656 11/6/2020
1.7.0 29,224 10/2/2020
1.6.0 1,758 9/4/2020
1.5.0 1,794 8/7/2020
1.4.0 3,038 7/3/2020
1.3.0 1,771 6/5/2020
1.2.1 1,422 5/16/2020
1.2.0 1,435 5/1/2020
1.1.1 1,687 4/13/2020
1.1.0 1,920 4/5/2020
1.0.1 3,244 3/17/2020
1.0.0 2,071 3/6/2020
1.0.0-preview5 17,786 2/18/2020
1.0.0-preview4 832 2/8/2020
1.0.0-preview3 1,212 11/15/2019
1.0.0-preview2 799 8/10/2019
1.0.0-preview 5,683 8/4/2019

- Added Vulkan
           - Added mouse movement
           - Added gamepad rumble (though it hasn't been implemented in GLFW yet)
           - Added macOS support
           - Added more overloads, as well as fixed the existing ones.
           - Added DoRender, DoUpdate, DoEvents, Open, Reset, and IsClosing members for custom game loops
           - Added KeyChar for receiving text input (modifiers applied)
           - Added strongly-typed enum groupings for OpenGL and OpenGLES
           - Fixed extension loading
           - Fixed a bug where strings weren't marshalled properly
           - Fixed a bug where some shaders didn't compile correctly
           - Fixed a bug where some programs didn't link correctly
           - Fixed various OpenAL bugs
           - Removed all built-in thread management, the user will have to take care of this themselves.
           - Synchronised the enum of all available keys with that of GLFW