OpenGL Binding Libraries for C# - Research Report
Date: December 2024 Purpose: Evaluate OpenGL binding libraries for a custom cross-platform game engine
Executive Summary
After evaluating Silk.NET, OpenTK, and Veldrid, Silk.NET is the recommended choice for a custom game engine due to its active maintenance, broader API coverage, .NET Foundation backing, and flexible architecture that doesn't impose design decisions.
Library Comparison
Silk.NET
| Attribute | Value |
|---|---|
| Repository | github.com/dotnet/Silk.NET |
| Stars | 4.8k |
| Contributors | 109 |
| Open Issues | 72 |
| Latest Version | 2.22.0 (November 2024) |
| License | MIT |
Strengths:
- .NET Foundation project - Guarantees project longevity and governance
- Broadest API coverage - OpenGL, Vulkan, DirectX, WebGPU, OpenXR, OpenAL, OpenCL, SDL, GLFW, Assimp
- Active development - Monthly releases, v3.0 under active development
- Mobile support - Proven on Android and iOS
- Performance-focused - Hand-optimized JIT assembly generation
- Source-generated bindings - Type-safe, low overhead
Weaknesses:
- v2.x in "limited investment" mode as team focuses on v3.0
- More complex API surface due to breadth of coverage
- Uses unsafe code extensively (necessary for low-level APIs)
API Example:
using Silk.NET.Windowing;
using Silk.NET.OpenGL;
var options = WindowOptions.Default with
{
Size = new Vector2D<int>(800, 600),
Title = "Silk.NET Window"
};
var window = Window.Create(options);
GL gl = null;
window.Load += () => gl = window.CreateOpenGL();
window.Render += dt => { /* rendering code */ };
window.Run();
OpenTK
| Attribute | Value |
|---|---|
| Repository | github.com/opentk/opentk |
| Stars | 3.5k |
| Contributors | 122 |
| Open Issues | 50 |
| Latest Version | 4.9.4 (March 2025) |
| License | MIT |
Strengths:
- Mature and battle-tested - 15+ years of development
- Included math library - Robust
Vector,Matrix,Quaterniontypes - GameWindow abstraction - Convenient for simple applications
- Active v5.0 development - New bindings generator, Vulkan support, pure C# windowing
- Simpler API - More approachable for beginners
Weaknesses:
- No mobile support - Desktop only (Windows, Linux, macOS)
- Narrower scope - OpenGL, OpenAL, OpenCL only
- v4.x and v5.x are separate codebases with different APIs
- Community-maintained (no foundation backing)
API Example:
using OpenTK.Windowing.Desktop;
using OpenTK.Mathematics;
public class Game : GameWindow
{
public Game() : base(
GameWindowSettings.Default,
new NativeWindowSettings
{
Size = new Vector2i(800, 600),
Title = "OpenTK Window"
})
{ }
protected override void OnRenderFrame(FrameEventArgs args)
{
// rendering code
SwapBuffers();
}
}
using var game = new Game();
game.Run();
Veldrid
| Attribute | Value |
|---|---|
| Repository | github.com/veldrid/veldrid |
| Stars | 2.6k |
| Contributors | 53 |
| Open Issues | 106 |
| Latest Version | 4.9.0 (February 2023) |
| License | MIT |
Strengths:
- Multi-backend abstraction - Vulkan, Metal, D3D11, OpenGL, OpenGL ES from single API
- Portable shaders - SPIR-V support for write-once shaders
- Modern design - Command-based architecture like Vulkan/D3D12
- Allocation-free rendering - Zero GC pressure in hot paths
- VR support - OpenVR and Oculus integration
Weaknesses:
- Maintenance concerns - Creator announced in Feb 2023 they can no longer publicly share updates
- No releases since 2023 - 106 open issues, unclear future
- Higher abstraction level - Less control than raw OpenGL bindings
- Active fork exists (
ppy.Veldrid) but fragmentation risk
API Example:
using Veldrid;
using Veldrid.StartupUtilities;
var windowCI = new WindowCreateInfo
{
X = 100, Y = 100,
WindowWidth = 800, WindowHeight = 600,
WindowTitle = "Veldrid Window"
};
var window = VeldridStartup.CreateWindow(ref windowCI);
var options = new GraphicsDeviceOptions
{
PreferStandardClipSpaceYDirection = true,
PreferDepthRangeZeroToOne = true
};
var graphicsDevice = VeldridStartup.CreateGraphicsDevice(window, options);
while (window.Exists)
{
window.PumpEvents();
// rendering code
}
Decision Matrix
| Criteria | Weight | Silk.NET | OpenTK | Veldrid |
|---|---|---|---|---|
| Performance | High | 9 | 8 | 8 |
| Maintenance | High | 9 | 8 | 4 |
| Flexibility | High | 9 | 7 | 6 |
| Documentation | Medium | 7 | 8 | 7 |
| Community | Medium | 8 | 8 | 5 |
| Mobile Support | Medium | 9 | 3 | 7 |
| API Coverage | Medium | 10 | 6 | 8 |
| Weighted Score | - | 8.6 | 6.9 | 6.1 |
Scores: 1-10, higher is better
Recommendations
Primary Recommendation: Silk.NET
For a custom cross-platform game engine, Silk.NET is the best choice:
- Doesn't force architecture - Provides raw bindings, lets you build your own abstractions
- Future-proof - Supports modern APIs (Vulkan, WebGPU) alongside OpenGL
- Foundation backing - Long-term viability guaranteed
- Mobile path exists - Android/iOS support when needed
Alternative: OpenTK
Consider OpenTK if:
- Desktop-only is acceptable
- You want included math types without external dependency
- Simpler API surface is preferred
- You're following LearnOpenGL-style tutorials (better OpenTK coverage)
Avoid: Veldrid
Veldrid is not recommended due to:
- Uncertain maintenance status since Feb 2023
- No public releases in nearly 2 years
- Risk of being stuck on unmaintained library
If you need a multi-backend abstraction layer, consider building a thin one on top of Silk.NET rather than depending on Veldrid.
Integration Notes for KeenEyes
When integrating graphics with the KeenEyes ECS:
- Keep graphics decoupled - Graphics should be a system, not core ECS
- Component design - Use components for render-relevant data:
[Component] public partial struct Renderable { public int MeshId; public int MaterialId; } [Component] public partial struct Transform { public Vector3 Position; public Quaternion Rotation; public Vector3 Scale; } - Query for rendering - Let systems gather renderables:
foreach (var entity in World.Query<Transform, Renderable>()) { // Extract transform and submit draw call }
Next Steps
- [ ] Create minimal "hello triangle" with Silk.NET
- [ ] Benchmark draw call overhead
- [ ] Prototype RenderSystem for KeenEyes
- [ ] Evaluate math library options (System.Numerics vs Silk.NET.Maths)