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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 | Particle |
| Represents a single particle instance in the particle system. More... | |
| class | ParticleEmitter |
| Configures how particles are spawned over time at a given location. More... | |
| class | ParticleSurface |
| A flexible particle system for effects like smoke, sparks, fire, or snow, implemented as a DirectDrawingBase. More... | |
Enumerations | |
| enum | ParticleSpawnDistribution { Rectangle = 0 , Ellipse = 1 , Ring = 2 , Gaussian = 3 } |
| Defines the spatial distribution pattern used when spawning particles within an emitter. More... | |
Functions | |
| delegate void | ParticleSpawnHandler (ref Particle particle) |
| Delegate type for customizing a particle immediately after it is spawned. | |
Defines the spatial distribution pattern used when spawning particles within an emitter.
| Enumerator | |
|---|---|
| Rectangle | Particles are spawned uniformly within a rectangular area. This is the default distribution. |
| Ellipse | Particles are spawned uniformly within an ellipse or circular disk. |
| Ring | Particles are spawned uniformly within a ring or annulus shape (hollow ellipse). |
| Gaussian | Particles are spawned with a Gaussian (normal) distribution centered at the emitter origin, with spawning clamped to ellipse bounds for a center-weighted effect. |
| delegate void Gondwana.Drawing.Direct.Particles.ParticleSpawnHandler | ( | ref Particle | particle | ) |
Delegate type for customizing a particle immediately after it is spawned.
| particle | A reference to the newly created Particle. This allows final adjustments to its properties before it begins updating. |
Use ParticleSpawnHandler to hook into the creation of each particle. This is commonly used to randomize rotation, tint colors, or apply special behaviors on a per-particle basis.