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CrossPrimitives

CrossPrimitives is a lightweight, engine-independent C# primitives library that cleanly separates game/app logic from rendering concerns. Designed to be compatible with any game engine, rendering system, or UI framework.

Overview

CrossPrimitives provides core types like:

  • Vector2, Vector3, Vector4 — engine-agnostic math vectors
  • Vector2i, Vector3i, Vector4i — integer versions of the above
  • Color — with full support for:
    • RGBA/ARGB/ABGR 32/64-bit packing
    • Named color support and HTML hex parsing

This library is meant to be owned by your logic layer. Your rendering engine (Godot, Unity, MonoGame, etc.) is just a Presenter — not the source of truth.

Philosophy

  • ✅ No engine references — clean C# structs only
  • 🔁 Reusable across projects, engines, and platforms
  • 🧪 Fully testable logic layer
  • 🧱 Designed for integration, not opinionated frameworks

Adapter: Godot Engine

To use CrossPrimitives types in Godot install theCrossPrimitives.GodotAdapterGenerator package. This package generates the necessary code to convert between CrossPrimitives types and Godot's built-in types.

dotnet add package CrossPrimitives.GodotAdapterGenerator

Example

using CrossPrimitives;
using CrossPrimitives.GodotAdapter;

Vector2 pos = new(1f, 2f);
Godot.Vector2 godotVec = pos.AsGodot();

Color myColor = new Color(1f, 0.5f, 0f);
Godot.Color godotColor = myColor.AsGodot();

Godot.Vector3I godotInt = new Godot.Vector3I(3, 4, 5);
Vector3i crossInt = godotInt.AsCrossPrimitives();

For more details, see CrossPrimitives.GodotAdapterGenerator package documentation.

About

CrossPrimitives is a lightweight, engine-agnostic primitives library designed to separate pure logic from rendering and game engine dependencies.

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