.NET Gaming Docs

Overview

This article covers advanced 3‑D graphics techniques for .NET gaming, including the modern rendering pipeline, shader programming, and performance tips.

Introduction
Why It Matters

With .NET 7+ and the Microsoft.Xna.Framework and Silk.NET libraries, you can build high‑performance 3‑D games that run cross‑platform.

Understanding low‑level graphics gives you control over rendering order, memory use, and can dramatically improve frame rates on constrained hardware.

Rendering Pipeline

The typical pipeline consists of the following stages:

  1. Vertex Processing
  2. Primitive Assembly
  3. Rasterization
  4. Fragment (Pixel) Processing
  5. Output Merging
3D Rendering Pipeline diagram

Implement each stage using GraphicsDevice and custom Effect classes.


// Example: Setting up a basic vertex shader
var vertexShader = new VertexShader(GraphicsDevice, shaderBytecode);
GraphicsDevice.SetVertexShader(vertexShader);
                

Shaders

Write shaders in HLSL or GLSL and compile them at build time. Below is a simple Phong lighting shader pair.

HLSL
GLSL

// PhongVertex.hlsl
struct VS_IN
{
    float4 Position : POSITION0;
    float3 Normal   : NORMAL0;
};

struct VS_OUT
{
    float4 Position : SV_POSITION;
    float3 Normal   : TEXCOORD0;
};

cbuffer WorldViewProj : register(b0)
{
    matrix World;
    matrix View;
    matrix Projection;
};

VS_OUT main(VS_IN input)
{
    VS_OUT output;
    float4 worldPos = mul(input.Position, World);
    output.Position = mul(worldPos, View);
    output.Position = mul(output.Position, Projection);
    output.Normal = mul(input.Normal, (float3x3)World);
    return output;
}
                

// phong.vert
#version 450
layout(location = 0) in vec3 inPos;
layout(location = 1) in vec3 inNormal;

layout(set = 0, binding = 0) uniform Matrices {
    mat4 model;
    mat4 view;
    mat4 proj;
} uMats;

out vec3 fragNormal;
out vec3 fragPos;

void main() {
    vec4 worldPos = uMats.model * vec4(inPos, 1.0);
    fragPos = worldPos.xyz;
    fragNormal = mat3(uMats.model) * inNormal;
    gl_Position = uMats.proj * uMats.view * worldPos;
}
                

Load and apply the compiled shaders using Effect or Shader classes in your game loop.

Further Resources

Sample Projects

Download the complete source for the sample scenes below.

Name Description Download
BasicPhong Demonstrates Phong lighting with multiple lights. ZIP
InstancedTerrain Shows hardware instancing for large terrain rendering. ZIP
DeferredShading Implements a deferred shading pipeline with G‑Buffer. ZIP