diff --git a/Engine.Core/Primitives/Vector2DInt.cs b/Engine.Core/Primitives/Vector2DInt.cs
new file mode 100644
index 0000000..b060953
--- /dev/null
+++ b/Engine.Core/Primitives/Vector2DInt.cs
@@ -0,0 +1,305 @@
+using System;
+
+namespace Engine.Core;
+
+///
+/// Represents a two-dimensional integer vector.
+///
+/// X position of the .
+/// Y position of the .
+///
+/// Initializes a new instance of the struct with the specified positions.
+///
+[System.Diagnostics.DebuggerDisplay("{ToString(),nq}")]
+public readonly struct Vector2DInt(int x, int y) : IEquatable
+{
+ ///
+ /// The X coordinate of the .
+ ///
+ public readonly int X = x;
+
+ ///
+ /// The Y coordinate of the .
+ ///
+ public readonly int Y = y;
+
+ ///
+ /// The magnitude (length) of the .
+ ///
+ public float Magnitude => Length(this);
+
+ ///
+ /// The squared magnitude (length) of the .
+ ///
+ public float MagnitudeSquared => LengthSquared(this);
+
+ ///
+ /// Gets a with the direction reversed.
+ ///
+ public readonly Vector2DInt Reversed => -this;
+
+ ///
+ /// Represents the unit pointing upwards.
+ ///
+ public readonly static Vector2DInt Up = new(0, 1);
+
+ ///
+ /// Represents the unit pointing downwards.
+ ///
+ public readonly static Vector2DInt Down = new(0, -1);
+
+ ///
+ /// Represents the unit pointing leftwards.
+ ///
+ public readonly static Vector2DInt Left = new(-1, 0);
+
+ ///
+ /// Represents the unit pointing rightwards.
+ ///
+ public readonly static Vector2DInt Right = new(1, 0);
+
+ ///
+ /// Represents the zero .
+ ///
+ public readonly static Vector2DInt Zero = new(0, 0);
+
+ ///
+ /// Represents the with both components equal to 1.
+ ///
+ public readonly static Vector2DInt One = new(1, 1);
+
+ public static Vector2DInt operator -(Vector2DInt vector) => new(0 - vector.X, 0 - vector.Y);
+ public static Vector2DInt operator +(Vector2DInt left, Vector2DInt right) => new(left.X + right.X, left.Y + right.Y);
+ public static Vector2DInt operator -(Vector2DInt left, Vector2DInt right) => new(left.X - right.X, left.Y - right.Y);
+ public static Vector2DInt operator *(Vector2DInt vector, int value) => new(vector.X * value, vector.Y * value);
+ public static Vector2DInt operator *(int value, Vector2DInt vector) => new(vector.X * value, vector.Y * value);
+ public static Vector2DInt operator /(Vector2DInt vector, int value) => new(vector.X / value, vector.Y / value);
+ public static bool operator ==(Vector2DInt left, Vector2DInt right) => left.X == right.X && left.Y == right.Y;
+ public static bool operator !=(Vector2DInt left, Vector2DInt right) => left.X != right.X || left.Y != right.Y;
+
+ public static implicit operator Vector2DInt(Vector3DInt vector) => new(vector.X, vector.Y);
+
+ ///
+ /// Calculates the length of the .
+ ///
+ /// The .
+ /// The length of the .
+ public static float Length(Vector2DInt vector) => Engine.Core.Math.Sqrt(LengthSquared(vector));
+
+ ///
+ /// Calculates the squared length of the .
+ ///
+ /// The .
+ /// The squared length of the .
+ public static float LengthSquared(Vector2DInt vector) => vector.X * vector.X + vector.Y * vector.Y;
+
+ ///
+ /// Calculates the distance between two s.
+ ///
+ /// The start .
+ /// The end .
+ /// The distance between the two s.
+ public static float Distance(Vector2DInt from, Vector2DInt to) => Length(FromTo(from, to));
+
+ ///
+ /// Inverts the direction of the .
+ ///
+ /// The .
+ /// The inverted .
+ public static Vector2DInt Invert(Vector2DInt vector) => -vector;
+
+ ///
+ /// Adds two s.
+ ///
+ /// The first .
+ /// The second .
+ /// The sum of the two s.
+ public static Vector2DInt Add(Vector2DInt left, Vector2DInt right) => left + right;
+
+ ///
+ /// Subtracts one from another.
+ ///
+ /// The to subtract from.
+ /// The to subtract.
+ /// The result of subtracting the second from the first.
+ public static Vector2DInt Subtract(Vector2DInt left, Vector2DInt right) => left - right;
+
+ ///
+ /// Multiplies a by a scalar value.
+ ///
+ /// The .
+ /// The scalar value.
+ /// The result of multiplying the by the scalar value.
+ public static Vector2DInt Multiply(Vector2DInt vector, int value) => vector * value;
+
+ ///
+ /// Divides a by a scalar value.
+ ///
+ /// The .
+ /// The scalar value.
+ /// The result of dividing the by the scalar value.
+ public static Vector2DInt Divide(Vector2DInt vector, int value) => vector / value;
+
+ ///
+ /// Calculates the absolute value of each component of the vector.
+ ///
+ /// The .
+ /// The with each component's absolute value.
+ public static Vector2DInt Abs(Vector2DInt vector) => new(Engine.Core.Math.Abs(vector.X), Engine.Core.Math.Abs(vector.Y));
+
+ ///
+ /// Calculates the from one point to another.
+ ///
+ /// The starting point.
+ /// The ending point.
+ /// The from the starting point to the ending point.
+ public static Vector2DInt FromTo(Vector2DInt from, Vector2DInt to) => to - from;
+
+ ///
+ /// Scales a by another component-wise.
+ ///
+ /// The to scale.
+ /// The containing the scaling factors for each component.
+ /// The scaled .
+ public static Vector2DInt Scale(Vector2DInt vector, Vector2DInt scale) => new(vector.X * scale.X, vector.Y * scale.Y);
+
+ ///
+ /// Calculates a perpendicular to the given .
+ ///
+ /// The input .
+ /// A perpendicular to the input .
+ public static Vector2DInt Perpendicular(Vector2DInt vector) => new(-vector.Y, vector.X);
+
+ ///
+ /// Returns the component-wise minimum of two s.
+ ///
+ /// The first .
+ /// The second .
+ /// The containing the minimum components from both input s.
+ public static Vector2DInt Min(Vector2DInt left, Vector2DInt right) => new((left.X < right.X) ? left.X : right.X, (left.Y < right.Y) ? left.Y : right.Y);
+
+ ///
+ /// Returns the component-wise maximum of two s.
+ ///
+ /// The first .
+ /// The second .
+ /// The containing the maximum components from both input s.
+ public static Vector2DInt Max(Vector2DInt left, Vector2DInt right) => new((left.X > right.X) ? left.X : right.X, (left.Y > right.Y) ? left.Y : right.Y);
+
+ ///
+ /// Clamps each component of a between the corresponding component of two other s.
+ ///
+ /// The to clamp.
+ /// The representing the minimum values for each component.
+ /// The representing the maximum values for each component.
+ /// A with each component clamped between the corresponding components of the min and max s.
+ public static Vector2DInt Clamp(Vector2DInt vector, Vector2DInt min, Vector2DInt max) => new(Engine.Core.Math.Clamp(vector.X, min.X, max.X), Engine.Core.Math.Clamp(vector.Y, min.Y, max.Y));
+
+ ///
+ /// Performs linear interpolation between two s.
+ ///
+ /// The starting (t = 0).
+ /// The ending (t = 1).
+ /// The interpolation parameter.
+ /// The interpolated .
+ public static Vector2DInt Lerp(Vector2DInt from, Vector2DInt to, int t) => from + FromTo(from, to) * t;
+
+ ///
+ /// Calculates the cross product of two s.
+ ///
+ /// The first .
+ /// The second .
+ /// The cross product of the two s.
+ public static int Cross(Vector2DInt left, Vector2DInt right) => left.X * right.Y - left.Y * right.X;
+
+ ///
+ /// Calculates the dot product of two s.
+ ///
+ /// The first .
+ /// The second .
+ /// The dot product of the two s.
+ public static int Dot(Vector2DInt left, Vector2DInt right) => left.X * right.X + left.Y * right.Y;
+
+ ///
+ /// Determines whether the specified object is equal to the current .
+ ///
+ /// The object to compare with the current .
+ /// if the specified object is equal to the current ; otherwise, .
+ public override bool Equals(object? obj) => obj is Vector2DInt vector2DInt && this == vector2DInt;
+ public bool Equals(Vector2DInt other) => this == other;
+
+ ///
+ /// Generates a hash code for the .
+ ///
+ /// A hash code for the .
+ public override int GetHashCode() => System.HashCode.Combine(X, Y);
+
+ ///
+ /// Converts the to its string representation.
+ ///
+ /// A string representation of the .
+ public override string ToString() => $"{nameof(Vector2DInt)}({X}, {Y})";
+}
+
+///
+/// Provides extension methods for type.
+///
+public static class Vector2DIntExtensions
+{
+ ///
+ public static float Length(this Vector2DInt vector) => Vector2DInt.Length(vector);
+
+ ///
+ public static float Distance(this Vector2DInt from, Vector2DInt to) => Vector2DInt.Distance(from, to);
+
+ ///
+ public static Vector2DInt Add(this Vector2DInt vector, Vector2DInt vectorToAdd) => Vector2DInt.Add(vector, vectorToAdd);
+
+ ///
+ public static Vector2DInt Subtract(this Vector2DInt vector, Vector2DInt vectorToSubtract) => Vector2DInt.Subtract(vector, vectorToSubtract);
+
+ ///
+ public static Vector2DInt Multiply(this Vector2DInt vector, int value) => Vector2DInt.Multiply(vector, value);
+
+ ///
+ public static Vector2DInt Divide(this Vector2DInt vector, int value) => Vector2DInt.Divide(vector, value);
+
+ ///
+ public static Vector2DInt Abs(this Vector2DInt vector) => Vector2DInt.Abs(vector);
+
+ ///
+ public static Vector2DInt FromTo(this Vector2DInt from, Vector2DInt to) => Vector2DInt.FromTo(from, to);
+
+ ///
+ public static Vector2DInt Scale(this Vector2DInt vector, Vector2DInt scale) => Vector2DInt.Scale(vector, scale);
+
+ ///
+ public static Vector2DInt Perpendicular(this Vector2DInt vector) => Vector2DInt.Perpendicular(vector);
+
+ ///
+ public static Vector2DInt Min(this Vector2DInt left, Vector2DInt right) => Vector2DInt.Min(left, right);
+
+ ///
+ public static Vector2DInt Max(this Vector2DInt left, Vector2DInt right) => Vector2DInt.Max(left, right);
+
+ ///
+ public static Vector2DInt Clamp(this Vector2DInt vector, Vector2DInt min, Vector2DInt max) => Vector2DInt.Clamp(vector, min, max);
+
+ ///
+ public static Vector2DInt Lerp(this Vector2DInt from, Vector2DInt to, int t) => Vector2DInt.Lerp(from, to, t);
+
+ ///
+ public static int Cross(this Vector2DInt left, Vector2DInt right) => Vector2DInt.Cross(left, right);
+
+ ///
+ public static float AngleBetween(this Vector2D left, Vector2D right) => Vector2D.Angle(left, right);
+
+ ///
+ public static int Dot(this Vector2DInt left, Vector2DInt right) => Vector2DInt.Dot(left, right);
+}
diff --git a/Engine.Core/Primitives/Vector3DInt.cs b/Engine.Core/Primitives/Vector3DInt.cs
new file mode 100644
index 0000000..1dbe037
--- /dev/null
+++ b/Engine.Core/Primitives/Vector3DInt.cs
@@ -0,0 +1,313 @@
+using System;
+
+namespace Engine.Core;
+
+///
+/// Represents a three-dimensional integer vector.
+///
+/// X position of the .
+/// Y position of the .
+/// Z position of the .
+///
+/// Initializes a new instance of the struct with the specified positions.
+///
+[System.Diagnostics.DebuggerDisplay("{ToString(),nq}")]
+public readonly struct Vector3DInt(int x, int y, int z) : IEquatable
+{
+ ///
+ /// The X coordinate of the .
+ ///
+ public readonly int X = x;
+
+ ///
+ /// The Y coordinate of the .
+ ///
+ public readonly int Y = y;
+
+ ///
+ /// The Z coordinate of the .
+ ///
+ public readonly int Z = z;
+
+ ///
+ /// The magnitude (length) of the .
+ ///
+ public float Magnitude => Length(this);
+
+ ///
+ /// The squared magnitude (length) of the .
+ ///
+ public float MagnitudeSquared => LengthSquared(this);
+
+ ///
+ /// Represents the unit pointing upwards.
+ ///
+ public readonly static Vector3DInt Up = new(0, 1, 0);
+
+ ///
+ /// Represents the unit pointing downwards.
+ ///
+ public readonly static Vector3DInt Down = new(0, -1, 0);
+
+ ///
+ /// Represents the unit pointing leftwards.
+ ///
+ public readonly static Vector3DInt Left = new(-1, 0, 0);
+
+ ///
+ /// Represents the unit pointing rightwards.
+ ///
+ public readonly static Vector3DInt Right = new(1, 0, 0);
+
+ ///
+ /// Represents the unit pointing forwards.
+ ///
+ public readonly static Vector3DInt Forward = new(0, 0, 1);
+
+ ///
+ /// Represents the unit pointing backwards.
+ public readonly static Vector3DInt Backward = new(0, 0, -1);
+
+ ///
+ /// Represents the zero .
+ ///
+ public readonly static Vector3DInt Zero = new(0, 0, 0);
+
+ ///
+ /// Represents the with both components equal to 1.
+ ///
+ public readonly static Vector3DInt One = new(1, 1, 1);
+
+ public static Vector3DInt operator -(Vector3DInt vector) => new(0 - vector.X, 0 - vector.Y, 0 - vector.Z);
+ public static Vector3DInt operator +(Vector3DInt left, Vector3DInt right) => new(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
+ public static Vector3DInt operator -(Vector3DInt left, Vector3DInt right) => new(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
+ public static Vector3DInt operator *(Vector3DInt vector, int value) => new(vector.X * value, vector.Y * value, vector.Z * value);
+ public static Vector3DInt operator *(int value, Vector3DInt vector) => new(vector.X * value, vector.Y * value, vector.Z * value);
+ public static Vector3DInt operator /(Vector3DInt vector, int value) => new(vector.X / value, vector.Y / value, vector.Z / value);
+ public static bool operator ==(Vector3DInt left, Vector3DInt right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z;
+ public static bool operator !=(Vector3DInt left, Vector3DInt right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z;
+
+ public static implicit operator Vector3DInt(Vector2DInt vector) => new(vector.X, vector.Y, 0);
+
+ ///
+ /// Calculates the length of the .
+ ///
+ /// The .
+ /// The length of the .
+ public static float Length(Vector3DInt vector) => Math.Sqrt(LengthSquared(vector));
+
+ ///
+ /// Calculates the squared length of the .
+ ///
+ /// The .
+ /// The squared length of the .
+ public static float LengthSquared(Vector3DInt vector) => vector.X * vector.X + vector.Y * vector.Y + vector.Z * vector.Z;
+
+ ///
+ /// Calculates the distance between two s.
+ ///
+ /// The start .
+ /// The end .
+ /// The distance between the two s.
+ public static float Distance(Vector3DInt from, Vector3DInt to) => Length(FromTo(from, to));
+
+ ///
+ /// Inverts the direction of the .
+ ///
+ /// The .
+ /// The inverted .
+ public static Vector3DInt Invert(Vector3DInt vector) => -vector;
+
+ ///
+ /// Adds two s.
+ ///
+ /// The first .
+ /// The second .
+ /// The sum of the two s.
+ public static Vector3DInt Add(Vector3DInt left, Vector3DInt right) => left + right;
+
+ ///
+ /// Subtracts one from another.
+ ///
+ /// The to subtract from.
+ /// The to subtract.
+ /// The result of subtracting the second from the first.
+ public static Vector3DInt Subtract(Vector3DInt left, Vector3DInt right) => left - right;
+
+ ///
+ /// Multiplies a by a scalar value.
+ ///
+ /// The .
+ /// The scalar value.
+ /// The result of multiplying the by the scalar value.
+ public static Vector3DInt Multiply(Vector3DInt vector, int value) => vector * value;
+
+ ///
+ /// Divides a by a scalar value.
+ ///
+ /// The .
+ /// The scalar value.
+ /// The result of dividing the by the scalar value.
+ public static Vector3DInt Divide(Vector3DInt vector, int value) => vector / value;
+
+ ///
+ /// Calculates the absolute value of each component of the vector.
+ ///
+ /// The .
+ /// The with each component's absolute value.
+ public static Vector3DInt Abs(Vector3DInt vector) => new(Math.Abs(vector.X), Math.Abs(vector.Y), Math.Abs(vector.Z));
+
+ ///
+ /// Calculates the from one point to another.
+ ///
+ /// The starting point.
+ /// The ending point.
+ /// The from the starting point to the ending point.
+ public static Vector3DInt FromTo(Vector3DInt from, Vector3DInt to) => to - from;
+
+ ///
+ /// Scales a by another component-wise.
+ ///
+ /// The to scale.
+ /// The containing the scaling factors for each component.
+ /// The scaled .
+ public static Vector3DInt Scale(Vector3DInt vector, Vector3DInt scale) => new(vector.X * scale.X, vector.Y * scale.Y, vector.Z * scale.Z);
+
+ ///
+ /// Returns the component-wise minimum of two s.
+ ///
+ /// The first .
+ /// The second .
+ /// The containing the minimum components from both input s.
+ public static Vector3DInt Min(Vector3DInt left, Vector3DInt right) => new((left.X < right.X) ? left.X : right.X, (left.Y < right.Y) ? left.Y : right.Y, (left.Z < right.Z) ? left.Z : right.Z);
+
+ ///
+ /// Returns the component-wise maximum of two s.
+ ///
+ /// The first .
+ /// The second .
+ /// The containing the maximum components from both input s.
+ public static Vector3DInt Max(Vector3DInt left, Vector3DInt right) => new((left.X > right.X) ? left.X : right.X, (left.Y > right.Y) ? left.Y : right.Y, (left.Z > right.Z) ? left.Z : right.Z);
+
+ ///
+ /// Clamps each component of a between the corresponding component of two other s.
+ ///
+ /// The to clamp.
+ /// The representing the minimum values for each component.
+ /// The representing the maximum values for each component.
+ /// A with each component clamped between the corresponding components of the min and max s.
+ public static Vector3DInt Clamp(Vector3DInt vector, Vector3DInt min, Vector3DInt max) => new(Math.Clamp(vector.X, min.X, max.X), Math.Clamp(vector.Y, min.Y, max.Y), Math.Clamp(vector.Z, min.Z, max.Z));
+
+ ///
+ /// Performs linear interpolation between two s.
+ ///
+ /// The starting (t = 0).
+ /// The ending (t = 1).
+ /// The interpolation parameter.
+ /// The interpolated .
+ public static Vector3DInt Lerp(Vector3DInt from, Vector3DInt to, int t) => from + FromTo(from, to) * t;
+
+ ///
+ /// Calculates the cross product of two s.
+ ///
+ /// The first .
+ /// The second .
+ /// The cross product of the two s.
+ public static Vector3DInt Cross(Vector3DInt left, Vector3DInt right) => new(left.Y * right.Z - left.Z * right.Y, left.Z * right.X - left.X * right.Z, left.X * right.Y - left.Y * right.X);
+
+ ///
+ /// Calculates the angle between two s.
+ ///
+ /// The first .
+ /// The second .
+ /// The angle between the two s in radians.
+ public static float Angle(Vector3DInt left, Vector3DInt right) => Math.Acos(Dot(left, right) / (Length(left) * Length(right)));
+
+ ///
+ /// Calculates the dot product of two s.
+ ///
+ /// The first .
+ /// The second .
+ /// The dot product of the two s.
+ public static int Dot(Vector3DInt left, Vector3DInt right) => left.X * right.X + left.Y * right.Y + left.Z * right.Z;
+
+ ///
+ /// Determines whether the specified object is equal to the current .
+ ///
+ /// The object to compare with the current .
+ /// if the specified object is equal to the current ; otherwise, .
+ public override bool Equals(object? obj) => obj is Vector3DInt vector3D && this == vector3D;
+ public bool Equals(Vector3DInt other) => this == other;
+
+ ///
+ /// Generates a hash code for the .
+ ///
+ /// A hash code for the .
+ public override int GetHashCode() => System.HashCode.Combine(X, Y, Z);
+
+ ///
+ /// Converts the to its string representation.
+ ///
+ /// A string representation of the .
+ public override string ToString() => $"{nameof(Vector3DInt)}({X}, {Y}, {Z})";
+}
+
+///
+/// Provides extension methods for type.
+///
+public static class Vector3DIntExtensions
+{
+ ///
+ public static float Length(this Vector3DInt vector) => Vector3DInt.Length(vector);
+
+ ///
+ public static float LengthSquared(this Vector3DInt vector) => Vector3DInt.LengthSquared(vector);
+
+ ///
+ public static float Distance(this Vector3DInt from, Vector3DInt to) => Vector3DInt.Distance(from, to);
+
+ ///
+ public static Vector3DInt Invert(this Vector3DInt vector) => Vector3DInt.Invert(vector);
+
+ ///
+ public static Vector3DInt Add(this Vector3DInt vector, Vector3DInt vectorToAdd) => Vector3DInt.Add(vector, vectorToAdd);
+
+ ///
+ public static Vector3DInt Subtract(this Vector3DInt vector, Vector3DInt vectorToSubtract) => Vector3DInt.Subtract(vector, vectorToSubtract);
+
+ ///
+ public static Vector3DInt Multiply(this Vector3DInt vector, int value) => Vector3DInt.Multiply(vector, value);
+
+ ///
+ public static Vector3DInt Divide(this Vector3DInt vector, int value) => Vector3DInt.Divide(vector, value);
+
+ ///
+ public static Vector3DInt Abs(this Vector3DInt vector) => Vector3DInt.Abs(vector);
+
+ ///
+ public static Vector3DInt FromTo(this Vector3DInt from, Vector3DInt to) => Vector3DInt.FromTo(from, to);
+
+ ///
+ public static Vector3DInt Scale(this Vector3DInt vector, Vector3DInt scale) => Vector3DInt.Scale(vector, scale);
+
+ ///
+ public static Vector3DInt Min(this Vector3DInt left, Vector3DInt right) => Vector3DInt.Min(left, right);
+
+ ///
+ public static Vector3DInt Max(this Vector3DInt left, Vector3DInt right) => Vector3DInt.Max(left, right);
+
+ ///
+ public static Vector3DInt Clamp(this Vector3DInt vector, Vector3DInt min, Vector3DInt max) => Vector3DInt.Clamp(vector, min, max);
+
+ ///
+ public static Vector3DInt Lerp(this Vector3DInt from, Vector3DInt to, int t) => Vector3DInt.Lerp(from, to, t);
+
+ ///
+ public static Vector3DInt Cross(this Vector3DInt left, Vector3DInt right) => Vector3DInt.Cross(left, right);
+
+ ///
+ public static float AngleBetween(this Vector3DInt left, Vector3DInt right) => Vector3DInt.Angle(left, right);
+
+ ///
+ public static int Dot(this Vector3DInt left, Vector3DInt right) => Vector3DInt.Dot(left, right);
+}