Component Glue v1.0

I finally brought Component Glue up to a state where I felt like the product was finished. You can get it via NuGet:

`PM> Install-Package ComponentGlue`

or you can get the source from GitHub. The documentation is definitely sparse I know but I recommend taking a look at the unit tests to get a feel for what you can do with Component Glue.

Credit for the NuGet CSS here.

GLDotNet Version 0.6.0

February 19, 2013 c# opengl .net

I just released GLDotNet Version 0.6.0.


  • **GLDotNet.Toolkit**: Assembly containing simple app framework.
  • **GLDotNet.Objects**: Assembly containing higher level objects such as Texture2D and VertexBuffer.
  • More overloads added to GLContext class.
  • byte and sbyte are now mapped correctly in generated code.
  • Fixed the naming of some functions so as not to include type notation, i.e. Color4u.
  • Decreased the number of enum values output.

Introducing GLDotNet

Today I released a project I've been playing around with for a year or so on Codeplex. It's called GLDotNet. From the project description:

C# wrapper for OpenGL. Partially generated from the OpenGL spec and partially written by hand, the aim is to have a flexible and native feeling C# binding.

I have generated functions from the OpenGL spec excluding 1 or 2 but unfortunately of the generated code is untested. There is a demo project included in the source code. The Github repository is located here:

Snowball is now modular

November 06, 2012 .net game-programming

The version of Snowball currently on GitHub under the "develop" branch has been split into multiple projects. There is now an assembly for each major piece of Snowball, such as Graphics, Input, Sound. Although this means having to reference more assemblies, the amount of code your project depends on is now smaller. This also makes code maintenance a bit easier as it's more clear now what parts of the library depend on other parts of the library.

The parts of the library which really make up a Game Framework has also been split out into their own library. This allows for using Snowball as a just a simple set of libraries or a full blown game framework, depending on what your situation calls for.


I fixed a bug yesterday in Snowball related to a lost graphics device. I noticed that when I would use CTRL + ALT + DELETE, my apps were crashing. Turned out it was due to not recovering properly from a lost device.

The root of the problem was that I needed to call the ID3DXEffect::OnLostDevice() method when the device was being lost. This allows the effect to recover from the lost device. I've made the Effect class in Snowball now do this automatically.