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Isthimius edited this page Jan 19, 2026
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Gondwana is a code-first, cross-platform 2D / 2.5D game and rendering engine written in C# / .NET.
It is designed for developers who want explicit control over rendering, timing, and architecture—without hiding engine behavior behind an editor or black-box abstractions.
If you prefer to understand exactly how your game is drawn, updated, and timed, Gondwana is built for you.
- A programmable engine, not an opinionated editor
- Explicit about rendering, timing, and state
- Well-suited for tile-based, isometric, and hybrid 2.5D games
- Built on SkiaSharp for portable, high-performance rendering
- A drag-and-drop game maker (yet)
- An editor-first workflow (yet)
- A “magic happens here” engine (never will be)
- Code over configuration
- Explicit over implicit
- Deterministic over clever
- Readable over trendy
- New here? → Getting Started
- Want the mental model? → Engine Architecture Overview
- Scenes and SceneLayers
- Views, Cameras, and Viewports
- Coordinate Spaces
- Rendering Pipeline
- Backbuffers
- Refresh Queues
- Dirty Rectangles
- Parallax and Multi-View Rendering
- DirectDrawing
- Movement and Controllers
- Input Handling
- Collision Detection
- Timing and Ticks
- Serialization and EngineState
- Custom Render Surfaces
- Performance Tuning
- Debugging and Instrumentation