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OpenTK
The Open Toolkit library is a fast, low-level C# wrapper for OpenGL, OpenAL & OpenCL. It also includes windowing, mouse, keyboard and joystick input and a robust and fast math library, giving you everything you need to write your own renderer or game engine. OpenTK can be used standalone or inside a GUI on Windows, Linux, Mac.
take a look at OpenTK
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Silk.NET
The high-speed OpenGL, OpenCL, OpenAL, OpenXR, GLFW, SDL, Vulkan, Assimp, WebGPU, and DirectX bindings library your mother warned you about.
Btw: The most current and supported bindings for such things are: Silk.NET
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InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
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If you want to take some of the legwork out of the rendering, the Magnum framework is a pretty thin wrapper that provides some basic abstraction around the graphics API. Haven't used it for Vulkan before, but for GL it's pretty nice. It's C++ though. If you really want all this granular control anyways, why not just write in C++?
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Does http://www.openscenegraph.org/ fit?
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Does something like fna or monogame fit your list (gamedev frameworks in C#)? Looks like MonoGame.Extended adds scenegraphs.
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WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.