Is there any way to draw and display graphics on the screen with .NET Core? I would like to create a graphics application that runs on multiple platforms.
4 Answers
You can actually use OpenGL to draw graphics with .NET Core, but it seems a bit cumbersome, if you are just committed to using C# and not .NET Core maybe Unity is a better option for you.
If you are trying to make a "desktop application" with GUI elements you can also look into Electron combined with TypeScript (which is somewhat similar to C#), this is how they made Visual Studio Code for example
EDIT: I just found another very interesting article (by the same guy I've mentioned in the comments) called Building a 3D Game Engine with .NET Core, I'm pretty sure you can get some inspiration out of that how to use OpenTK, Veldrid and ImGui.NET for drawing on screen.

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OK, I understand that there is nothing that is truly cross-platform to draw on the screen using .NET Core, so we would have to rely on a platform-specific set of "Platform Invokes", right? – SuperJMN Jan 09 '17 at 13:06
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2I'm not really a pro when it comes to graphic manipulation, but at the end of the articel I included in my answer the author talks about this guys https://github.com/mellinoe and from a quick look he has 4 very interesting projects on there that all do .NET core graphics manipulation in a more abstracted way (ImGui.NET, vk, veldrid, ge) and he also contributed to something called Avalonia which you can also check out, but I haven't really figured out if this runs on .NET core **EDIT:** also have a look into OpenTK https://www.nuget.org/packages/OpenTK.NETCore/ – Staeff Jan 09 '17 at 13:22
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1@SuperJMN I've just made an edit because I've found another interesting article, so maybe also look into that – Staeff Jan 25 '17 at 10:28
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1Regardless of what final rendering you choose try to write your code logically with a clear tier boundary, this will help you if you need to change and do not cost much time. Your custom method DrawSphere(...) for example will give logical instructions to draw a sphere. Only code below this method will be drawing specific for the library you choose, while code above will be fully logical. – Stefanos Zilellis Jun 24 '19 at 09:26
You can use System.Drawing.Common NuGet package supports .net core however be aware some methods are not supported cross-platform.
You can use https://www.nuget.org/packages/OpenTK.NetStandard/
Instruction: how to create your first window for OpenGL graphics
- dotnet new console
- dotnet add package OpenTK.NetStandard
- dotnet run
using System;
using OpenTK;
using OpenTK.Graphics.OpenGL;
namespace dotnet_opentk
{
class Program
{
static void Main(string[] args)
{
using (var window = new Window())
{
window.Run();
}
}
}
class Window : GameWindow
{
protected override void OnLoad(System.EventArgs e)
{
GL.ClearColor(0.1f, 0.2f, 0.3f, 1f);
Console.WriteLine(GL.GetString(StringName.Version));
}
protected override void OnRenderFrame(FrameEventArgs e)
{
GL.Clear(ClearBufferMask.ColorBufferBit);
SwapBuffers();
}
}
}

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Another library that supports basic 2D graphics, and listening for window events like input, is SFML which has C# bindings in the form of SFML.Net
Simply start a new NET Core Console application and add the SFML.Net NuGet package to the project.
Then replace the program's body with the following code:
using SFML.Graphics;
using SFML.Window;
using System;
class Program
{
static void Main(string[] args)
{
RenderWindow window = new RenderWindow(new VideoMode(640, 480), "This is a new window");
CircleShape cs = new CircleShape(100.0f);
cs.FillColor = Color.Green;
window.SetActive();
window.Closed += new EventHandler(OnClose);
while (window.IsOpen)
{
window.Clear();
window.DispatchEvents();
window.Draw(cs);
window.Display();
}
}
static void OnClose(object sender, EventArgs e)
{
RenderWindow window = (RenderWindow)sender;
window.Close();
}
}
This gives you a window with a green circle. When you close the graphics window the application will shut down.
Hopefully this will help get you started!

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