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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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Classes | |
| class | HexAxialFlatTopCoordinates |
| Hexagonal – Flat-Top layout (even-q vertical layout) Bounding rectangle is (W x H). Centers advance by (0.75*W, H/2 per column parity) | |
| class | HexAxialPointedTop |
| Hexagonal – Pointed-Top layout (even-r horizontal layout) Bounding rectangle is (W x H). Centers advance by (W/2 per row parity, 0.75*H vertically) | |
| interface | ISceneLayerCoordinates |
| Defines the coordinate transformation logic for a SceneLayer, providing conversions between grid-space layer points and pixel-space positions, as well as geometric queries such as adjacency, polygon outlines, and wrapping behavior for different coordinate systems (square, isometric, hex, etc.). | |
| class | IsometricAxialCoordinates |
| Axial isometric projection using a horizontal column axis and a diagonal row axis. Each grid cell renders a diamond inside its W×H footprint. Column anchors advance by (W, 0), while row anchors advance by (W/2, H/2), packing the diamonds edge-to-edge. The pixel anchor is the top vertex of the diamond. | |
| class | IsometricRhombicCoordinates |
| Diagonal-Isometric (Diagonal Matrix) – same diamond projection but kept separate for alternative adjacency/rounding if needed. Uses identical math for now (clean, predictable behavior). | |
| class | ObliqueLeftCoordinates |
| Oblique projection using a left-receding, sheared square lattice. Columns remain horizontal while rows advance down and to the left, producing a parallelogram tile footprint rather than an isometric diamond. | |
| class | ObliqueRightCoordinates |
| Oblique projection using a right-receding, sheared square lattice. Columns remain horizontal while rows advance down and to the right, producing a parallelogram tile footprint rather than an isometric diamond. | |
| class | OrthogonalCoordinates |
| Provides orthogonal (rectangular grid) coordinate system implementation for scene layers. Tiles are arranged in a standard rectangular grid with no rotation or skewing. | |
| class | RenderTileQuery |
| Projection-specific fast traversal used only by full-frame rendering. Exact public intersection queries remain unchanged for gameplay, hit testing, and editor tooling. | |
| class | TileBounds |
| Provides utility methods for calculating tile boundaries and applying adjustments. | |
Enumerations | |
| enum | CardinalDirections { N , NE , E , SE , S , SW , W , NW } |
| Represents the eight cardinal and intercardinal directions of the compass. More... | |
| enum | CoordinateSystemTypes { Orthogonal = 0 , IsometricRhombic = 1 , IsometricAxial = 2 , HexAxialFlatTop = 3 , HexAxialPointedTop = 4 , ObliqueRight = 5 , ObliqueLeft = 6 } |
| Identifies the layout and math rules used to map tiles to world pixels and world pixels back to grid coordinates. Each option defines a different tile geometry. Used by SceneLayer to choose the correct coordinate math for a given map. More... | |
Represents the eight cardinal and intercardinal directions of the compass.
| Enumerator | |
|---|---|
| N | North direction. |
| NE | Northeast direction. |
| E | East direction. |
| SE | Southeast direction. |
| S | South direction. |
| SW | Southwest direction. |
| W | West direction. |
| NW | Northwest direction. |
Definition at line 6 of file CardinalDirections.cs.
Identifies the layout and math rules used to map tiles to world pixels and world pixels back to grid coordinates. Each option defines a different tile geometry. Used by SceneLayer to choose the correct coordinate math for a given map.
Definition at line 9 of file CoordinateSystemTypes.cs.