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Getting Started
Isthimius edited this page Jan 19, 2026
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This page gets you from zero to a running Gondwana project with minimal ceremony.
- .NET SDK (current LTS recommended)
- Visual Studio, Rider, or VS Code
- Comfortable with C# and basic game-loop concepts
No editor install. No asset pipeline ritual. Just code.
Obtain the Gondwana source from its GitHub repository.
The repository contains the engine, adapters, and example projects in a single solution.
The repository is organized into:
- Core engine libraries
- Rendering and platform adapters
- Example projects and test harnesses
The examples are intentionally small and direct. They exist to demonstrate engine usage, not to hide complexity.
Each engine tick follows a predictable sequence:
- Input polling
- Fixed-step updates (movement and physics)
- Variable-step updates (game logic)
- Rendering
- Backbuffer presentation
At any moment, you should be able to answer:
- Which phase the engine is in
- Which thread is executing
- Why something was updated or drawn
If you are new to Gondwana, learn these concepts in order:
- Scene versus SceneLayer
- View, Camera, and Viewport
- World space versus Screen space
- Refresh queues and dirty rectangles
- DirectDrawing and when not to use it
Once these click, the rest of the engine becomes unsurprising.
- 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