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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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Namespaces | |
| namespace | Particles |
Classes | |
| class | DirectComposite |
| class | DirectDrawingBase |
| Provides the base implementation for direct drawing objects that can be rendered to the backbuffer with support for opacity, fade transitions, reveal animations, and flexible positioning modes. More... | |
| class | DirectDrawingManager |
| Manages the lifecycle, registration, and retrieval of all direct drawing objects in the Gondwana engine. More... | |
| class | DirectDrawingMovableBase |
| Provides an abstract base class for direct drawings that support physics-based movement. More... | |
| class | DirectImage |
| Renders a bitmap or image to a rectangular region with support for scaling modes, source clipping, tinting, opacity, blend modes, and rotation. More... | |
| class | DirectRectangle |
| Renders a configurable rectangle with support for fill, border, rounded corners, dash patterns, color pulsing, and pattern fills. More... | |
| class | DirectVideo |
| Draws video frames provided by IVideoPlayer onto the backbuffer. Audio is handled by the IVideoPlayer implementation (e.g., VLC system output on desktop). More... | |
| interface | IDirectDrawable |
| Represents any drawable object (movable or static) that can render directly to a RenderSurfaceHost, report its position and bounds, and optionally support movement or composition. More... | |
| class | TextBlock |
| A retained-mode text drawable with wrapping, multi-line ( ) support, horizontal/vertical alignment, padding, optional shadow/outline effects, and auto-shrink to fit. More... | |
Enumerations | |
| enum | StretchMode { None , Fill , Uniform , UniformToFill } |
| enum | DirectDrawingMode { SceneLayer , View } |
| Specifies where direct drawing operations are applied within the rendering pipeline. More... | |
Specifies where direct drawing operations are applied within the rendering pipeline.
This mode determines the coordinate space and lifecycle of direct drawing:
| Enumerator | |
|---|---|
| SceneLayer | Performs direct drawing within a scene layer using world-space coordinates. Drawing in this mode is affected by camera position, zoom, and layer parallax, and participates in the normal scene rendering and refresh logic. |
| View | Performs direct drawing at the view level using screen-space coordinates. Drawing in this mode is independent of camera movement and world transforms, making it ideal for HUD elements, overlays, and diagnostic rendering. |