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Isthimius edited this page Jan 19, 2026 · 4 revisions

Gondwana Game Engine Wiki

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.


What Gondwana Is (and Isn’t)

Gondwana is

  • 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

Gondwana is not

  • A drag-and-drop game maker (yet)
  • An editor-first workflow (yet)
  • A “magic happens here” engine (never will be)

Core Design Philosophy

  • Code over configuration
  • Explicit over implicit
  • Deterministic over clever
  • Readable over trendy

Where to Go Next

Gondwana Wiki

Introduction

Core Concepts

  • Scenes and SceneLayers
  • Views, Cameras, and Viewports
  • Coordinate Spaces
  • Rendering Pipeline

Rendering

  • Backbuffers
  • Refresh Queues
  • Dirty Rectangles
  • Parallax and Multi-View Rendering
  • DirectDrawing

Systems

  • Movement and Controllers
  • Input Handling
  • Collision Detection
  • Timing and Ticks

Advanced Topics

  • Serialization and EngineState
  • Custom Render Surfaces
  • Performance Tuning
  • Debugging and Instrumentation

Reference

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