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Gondwana Game Engine Development (master) - 2.6.1
Gondwana is a cross-platform 2.5D game and rendering engine written in C#/.NET 8. It provides fine-grained control over rendering, timing, and scene composition, with built-in support for parallax, z-ordering, pixel overhang, collision detection, and particle effects. Gondwana targets desktop and web platforms using SkiaSharp for graphics and pluggable audio backends for desktop and browser targets.
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Persistence choices for an EngineState save. More...
Properties | |
| bool | Compress [get, set] |
| Whether to compress the state with GZip. | |
| EngineStateParts | Parts = EngineStateParts.All [get, set] |
| The state parts to capture, including their dependencies. | |
| DefinitionPersistence | Tilesheets [get, set] |
| How to persist tilesheet definitions. | |
| DefinitionPersistence | Cycles [get, set] |
| How to persist animation definitions. | |
| DefinitionPersistence | Scenes [get, set] |
| How to persist scene definitions. | |
| DefinitionPersistence | Audio [get, set] |
| How to persist audio definitions. | |
| DefinitionPersistence | Sprites [get, set] |
| How to persist the sprite collection. | |
Persistence choices for an EngineState save.
Definition at line 15 of file EngineStateSaveOptions.cs.
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getset |
How to persist audio definitions.
Definition at line 28 of file EngineStateSaveOptions.cs.
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getset |
Whether to compress the state with GZip.
Definition at line 18 of file EngineStateSaveOptions.cs.
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getset |
How to persist animation definitions.
Definition at line 24 of file EngineStateSaveOptions.cs.
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getset |
The state parts to capture, including their dependencies.
Definition at line 20 of file EngineStateSaveOptions.cs.
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getset |
How to persist scene definitions.
Definition at line 26 of file EngineStateSaveOptions.cs.
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getset |
How to persist the sprite collection.
Definition at line 30 of file EngineStateSaveOptions.cs.
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getset |
How to persist tilesheet definitions.
Definition at line 22 of file EngineStateSaveOptions.cs.