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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 | Backbuffers |
| namespace | Views |
Classes | |
| class | DirtyRectangleExtensions |
| class | RefreshQueue |
| class | RenderContext |
| Ambient per-render-pass context (per thread). Set once per View render pass in RenderSurfaceHost. SceneLayer-mode drawables can query this when they don't hold a View reference. | |
| class | RenderSurfaceAdapterBase |
| class | RenderSurfaceAdapterResizedEventArgs |
| Provides data for the RenderSurfaceAdapterBase.Resized event. More... | |
| class | RenderSurfaceHost< TBackbuffer > |
| Hosts a render surface and manages rendering of a scene to a backbuffer of the specified type. Provides coordination between the scene, views, and the underlying UI adapter for efficient rendering and presentation. More... | |
| class | RenderSurfaceHostBase |
| Represents a base class for hosting a render surface, providing functionality for managing rendering operations, backbuffer access, and integration with platform-specific adapters. More... | |
| class | RenderSurfaceHostBindEventArgs |
| Provides data for the RenderSurfaceHost<TBackbuffer>.BindToScene event. More... | |
| class | RenderSurfaceHostRegistry |
| Provides a central registry for tracking all active RenderSurfaceHostBase instances in the application. | |