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    <p>I've been hacking on a project over the past few years using C# and OpenGL. I originally started with the Tao Framework for the OpenGL bindings, however the Tao Framework is no longer in active development and didn't include new OpenGL bindings.</p> <p>My most recent work has been on converting the engine over to OpenGL 3, so I've switched to OpenTK (<a href="http://www.opentk.com/" rel="noreferrer">http://www.opentk.com/</a>) which has all the bindings you need for OpenGL 3, and is also cross platform. Currently I develop on Linux (MonoDevelop) and Win7 (VS2010), and my friend happens to be using Mac OS X. We can pass the binaries directly between each other without any problem. So, I'd suggest something like this if you'd like OpenGL 3, cross platform capability and you're okay with using the Mono Framework.</p> <p>Ogre (<a href="http://www.ogre3d.org/" rel="noreferrer">http://www.ogre3d.org/</a>) can be configured to use new materials/scripts/etc, so you could write your own shadow shaders, etc.</p> <p>In my opinion - using OpenGL directly instead of relying on a full featured engine is more fun. However, it's also more trying and you won't see a game develop until you've written the boilerplate code that might be included with something like Ogre.</p> <p>Good luck!</p> <p>tl;dr: Check out OpenTK for cross platform mono/.net bindings for OpenGL 3. Ogre is also a good cross-platform engine and you can always create new materials/shaders and experiment without writing the low level code.</p>
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