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Gondwana Game Engine
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, mobile, and web platforms using SkiaSharp for graphics and NAudio for sound.
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Classes | |
| struct | Aabb |
| Represents an axis-aligned bounding box (AABB) defined by its minimum and maximum coordinates along the X and Y axes. This is the collision area of a Gondwana.Drawing.Tile.". More... | |
| class | ColliderRegistry |
| Manages registration and querying of colliders, separating them into static and dynamic collections for efficient collision detection. More... | |
| struct | CollisionDetectionAdjustment |
| Pixel adjustments applied to a Tile's DrawLocation to produce its collision box. Positive values shrink/expand the collision rect relative to the visual rect. More... | |
| class | CollisionDirectionHelper |
| planned for future use | |
| class | CollisionGroupRegistry |
| Manages collision group definitions and provides bitwise mask values for collision filtering. Groups are represented as bit flags to allow efficient collision detection using bitwise operations. More... | |
| class | CollisionMasks |
| Provides predefined collision mask constants for common collision filtering scenarios. | |
| class | CollisionResolver |
| Simple collision resolution for dynamic colliders against colliders in the registry. | |
| struct | CollisionResult |
| planned for future use More... | |
| interface | ICollider |
| World-space axis-aligned collider used by the collision system. More... | |
| interface | ICollisionEntity |
| Represents an entity that participates in the collision system and has a defined collision area. More... | |
| interface | ICollisionMovableEntity |
| Represents a collision entity that can be moved or repositioned in response to collision resolution. More... | |
Enumerations | |
| enum | CollisionDirectionFrom { N , NE , E , SE , S , SW , W , NW , Center } |
| planned for future use More... | |
| enum | CollisionResponseType { Solid , Trigger } |
| Defines how a collider responds to collisions with other colliders. More... | |