![]() |
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.
|
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 } |
Functions | |
| delegate void | ParticleSpawnHandler (ref Particle particle) |
| Delegate type for customizing a particle immediately after it is spawned. | |
| 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.