diff --git a/Engine.Core/Primitives/Vector4D.cs b/Engine.Core/Primitives/Vector4D.cs
new file mode 100644
index 0000000..4e38feb
--- /dev/null
+++ b/Engine.Core/Primitives/Vector4D.cs
@@ -0,0 +1,318 @@
+
+using System;
+
+namespace Engine.Core;
+
+///
+/// Represents a four-dimensional vector.
+///
+/// X position of the .
+/// Y position of the .
+/// Z position of the .
+/// W position of the .
+///
+/// Initializes a new instance of the struct with the specified positions.
+///
+[System.Diagnostics.DebuggerDisplay("{ToString(),nq}, Length: {Magnitude}, LengthSquared: {MagnitudeSquared}, Normalized: {Normalized.ToString(),nq}")]
+public readonly struct Vector4D(float x, float y, float z, float w) : IEquatable
+{
+ ///
+ /// The X coordinate of the .
+ ///
+ public readonly float X = x;
+
+ ///
+ /// The Y coordinate of the .
+ ///
+ public readonly float Y = y;
+
+ ///
+ /// The Z coordinate of the .
+ ///
+ public readonly float Z = z;
+
+ ///
+ /// The W coordinate of the .
+ ///
+ public readonly float W = w;
+
+ ///
+ /// The magnitude (length) of the .
+ ///
+ public float Magnitude => Length(this);
+
+ ///
+ /// The squared magnitude (length) of the .
+ ///
+ public float MagnitudeSquared => LengthSquared(this);
+
+ ///
+ /// The normalized form of the (a with the same direction and a magnitude of 1).
+ ///
+ public Vector4D Normalized => Normalize(this);
+
+ ///
+ /// Represents the zero .
+ ///
+ public readonly static Vector4D Zero = new(0f, 0f, 0f, 0f);
+
+ ///
+ /// Represents the one .
+ ///
+ public readonly static Vector4D One = new(1f, 1f, 1f, 1f);
+
+ ///
+ /// Represents the unit X .
+ ///
+ public readonly static Vector4D UnitX = new(1f, 0f, 0f, 0f);
+
+ ///
+ /// Represents the unit Y .
+ ///
+ public readonly static Vector4D UnitY = new(0f, 1f, 0f, 0f);
+
+ ///
+ /// Represents the unit Z .
+ ///
+ public readonly static Vector4D UnitZ = new(0f, 0f, 1f, 0f);
+
+ ///
+ /// Represents the unit W .
+ ///
+ public readonly static Vector4D UnitW = new(0f, 0f, 0f, 1f);
+
+ public static Vector4D operator -(Vector4D vector) => new(0f - vector.X, 0f - vector.Y, 0f - vector.Z, 0f - vector.W);
+ public static Vector4D operator +(Vector4D left, Vector4D right) => new(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W);
+ public static Vector4D operator -(Vector4D left, Vector4D right) => new(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W);
+ public static Vector4D operator *(Vector4D vector, float value) => new(vector.X * value, vector.Y * value, vector.Z * value, vector.W * value);
+ public static Vector4D operator *(float value, Vector4D vector) => new(vector.X * value, vector.Y * value, vector.Z * value, vector.W * value);
+ public static Vector4D operator /(Vector4D vector, float value) => new(vector.X / value, vector.Y / value, vector.Z / value, vector.W / value);
+ public static bool operator ==(Vector4D left, Vector4D right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z && left.W == right.W;
+ public static bool operator !=(Vector4D left, Vector4D right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z || left.W != right.W;
+
+ public static implicit operator System.Numerics.Vector4(Vector4D vector) => new(vector.X, vector.Y, vector.Z, vector.W);
+ public static implicit operator Vector4D(System.Numerics.Vector4 vector) => new(vector.X, vector.Y, vector.Z, vector.W);
+
+ ///
+ /// Calculates the length of the .
+ ///
+ /// The .
+ /// The length of the .
+ public static float Length(Vector4D vector) => Math.Sqrt(LengthSquared(vector));
+
+ ///
+ /// Calculates the squared length of the .
+ ///
+ /// The .
+ /// The squared length of the .
+ public static float LengthSquared(Vector4D vector) => vector.X * vector.X + vector.Y * vector.Y + vector.Z * vector.Z + vector.W * vector.W;
+
+ ///
+ /// Calculates the distance between two s.
+ ///
+ /// The start .
+ /// The end .
+ /// The distance between the two s.
+ public static float Distance(Vector4D from, Vector4D to) => Length(FromTo(from, to));
+
+ ///
+ /// Inverts the direction of the .
+ ///
+ /// The .
+ /// The inverted .
+ public static Vector4D Invert(Vector4D vector) => -vector;
+
+ ///
+ /// Adds two s.
+ ///
+ /// The first .
+ /// The second .
+ /// The sum of the two s.
+ public static Vector4D Add(Vector4D left, Vector4D 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 Vector4D Subtract(Vector4D left, Vector4D right) => left - right;
+
+ ///
+ /// Multiplies a by a scalar value.
+ ///
+ /// The .
+ /// The scalar value.
+ /// The result of multiplying the by the scalar value.
+ public static Vector4D Multiply(Vector4D vector, float value) => vector * value;
+
+ ///
+ /// Divides a by a scalar value.
+ ///
+ /// The .
+ /// The scalar value.
+ /// The result of dividing the by the scalar value.
+ public static Vector4D Divide(Vector4D vector, float value) => vector / value;
+
+ ///
+ /// Calculates the absolute value of each component of the vector.
+ ///
+ /// The .
+ /// The with each component's absolute value.
+ public static Vector4D Abs(Vector4D vector) => new(Math.Abs(vector.X), Math.Abs(vector.Y), Math.Abs(vector.Z), Math.Abs(vector.W));
+
+ ///
+ /// Normalizes the (creates a unit with the same direction).
+ ///
+ /// The to normalize.
+ /// The normalized .
+ public static Vector4D Normalize(Vector4D vector) => vector / Length(vector);
+
+ ///
+ /// Calculates the from one point to another.
+ ///
+ /// The starting point.
+ /// The ending point.
+ /// The from the starting point to the ending point.
+ public static Vector4D FromTo(Vector4D from, Vector4D to) => to - from;
+
+ ///
+ /// Scales a by another component-wise.
+ ///
+ /// The to scale.
+ /// The containing the scaling factors for each component.
+ /// The scaled .
+ public static Vector4D Scale(Vector4D vector, Vector4D scale) => new(vector.X * scale.X, vector.Y * scale.Y, vector.Z * scale.Z, vector.W * scale.W);
+
+ ///
+ /// Returns the component-wise minimum of two s.
+ ///
+ /// The first .
+ /// The second .
+ /// The containing the minimum components from both input s.
+ public static Vector4D Min(Vector4D left, Vector4D 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, (left.W < right.W) ? left.W : right.W);
+
+ ///
+ /// Returns the component-wise maximum of two s.
+ ///
+ /// The first .
+ /// The second .
+ /// The containing the maximum components from both input s.
+ public static Vector4D Max(Vector4D left, Vector4D 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, (left.W > right.W) ? left.W : right.W);
+
+ ///
+ /// 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 Vector4D Clamp(Vector4D vector, Vector4D min, Vector4D 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), Math.Clamp(vector.W, min.W, max.W));
+
+ ///
+ /// Performs linear interpolation between two s.
+ ///
+ /// The starting (t = 0).
+ /// The ending (t = 1).
+ /// The interpolation parameter.
+ /// The interpolated .
+ public static Vector4D Lerp(Vector4D from, Vector4D to, float t) => from + FromTo(from, to) * t;
+
+ ///
+ /// Calculates the dot product of two s.
+ ///
+ /// The first .
+ /// The second .
+ /// The dot product of the two s.
+ public static float Dot(Vector4D left, Vector4D right) => left.X * right.X + left.Y * right.Y + left.Z * right.Z + left.W * right.W;
+
+ ///
+ /// Checks if two s are approximately equal within a specified epsilon range.
+ ///
+ /// The first .
+ /// The second .
+ /// The epsilon range.
+ /// if the s are approximately equal; otherwise, .
+ public static bool ApproximatelyEquals(Vector4D left, Vector4D right, float epsilon = float.Epsilon)
+ => left.X.ApproximatelyEquals(right.X, epsilon) && left.Y.ApproximatelyEquals(right.Y, epsilon) && left.Z.ApproximatelyEquals(right.Z, epsilon) && left.Z.ApproximatelyEquals(right.W, epsilon);
+
+ ///
+ /// 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 Vector4D vector4D && this == vector4D;
+ public bool Equals(Vector4D other) => this == other;
+
+ ///
+ /// Generates a hash code for the .
+ ///
+ /// A hash code for the .
+ public override int GetHashCode() => System.HashCode.Combine(X, Y, Z, W);
+
+ ///
+ /// Converts the to its string representation.
+ ///
+ /// A string representation of the .
+ public override string ToString() => $"{nameof(Vector4D)}({X}, {Y}, {Z}, {W})";
+}
+
+///
+/// Provides extension methods for type.
+///
+public static class Vector4DExtensions
+{
+ ///
+ public static float Length(this Vector4D vector) => Vector4D.Length(vector);
+
+ ///
+ public static float LengthSquared(this Vector4D vector) => Vector4D.LengthSquared(vector);
+
+ ///
+ public static float Distance(this Vector4D from, Vector4D to) => Vector4D.Distance(from, to);
+
+ ///
+ public static Vector4D Invert(this Vector4D vector) => Vector4D.Invert(vector);
+
+ ///
+ public static Vector4D Add(this Vector4D vector, Vector4D vectorToAdd) => Vector4D.Add(vector, vectorToAdd);
+
+ ///
+ public static Vector4D Subtract(this Vector4D vector, Vector4D vectorToSubtract) => Vector4D.Subtract(vector, vectorToSubtract);
+
+ ///
+ public static Vector4D Multiply(this Vector4D vector, float value) => Vector4D.Multiply(vector, value);
+
+ ///
+ public static Vector4D Divide(this Vector4D vector, float value) => Vector4D.Divide(vector, value);
+
+ ///
+ public static Vector4D Abs(this Vector4D vector) => Vector4D.Abs(vector);
+
+ ///
+ public static Vector4D Normalize(this Vector4D vector) => Vector4D.Normalize(vector);
+
+ ///
+ public static Vector4D FromTo(this Vector4D from, Vector4D to) => Vector4D.FromTo(from, to);
+
+ ///
+ public static Vector4D Scale(this Vector4D vector, Vector4D scale) => Vector4D.Scale(vector, scale);
+
+ ///
+ public static Vector4D Min(this Vector4D left, Vector4D right) => Vector4D.Min(left, right);
+
+ ///
+ public static Vector4D Max(this Vector4D left, Vector4D right) => Vector4D.Max(left, right);
+
+ ///
+ public static Vector4D Clamp(this Vector4D vector, Vector4D min, Vector4D max) => Vector4D.Clamp(vector, min, max);
+
+ ///
+ public static Vector4D Lerp(this Vector4D from, Vector4D to, float t) => Vector4D.Lerp(from, to, t);
+
+ ///
+ public static float Dot(this Vector4D left, Vector4D right) => Vector4D.Dot(left, right);
+
+ ///
+ public static bool ApproximatelyEquals(this Vector4D left, Vector4D right, float epsilon = float.Epsilon) => Vector4D.ApproximatelyEquals(left, right, epsilon);
+}