Isthimius/Gondwana

Gondwana Game Engine

C#

18

1,683 commits

updated Oct 19, 2026

See the code

See what people are saying

README

Gondwana Game Engine

NuGet NuGet Downloads License Docs API .NET Platforms

Gondwana logo

Gondwana is a code-first, cross-platform 2D and 2.5D game and rendering engine for C# and .NET 8. It gives developers fine-grained control over rendering, timing, movement, input, collision detection, scene composition, and game architecture without requiring an editor to own the project.

Gondwana targets Windows, Linux, macOS, and WebAssembly through SkiaSharp-based rendering, with integrations for WinForms, Avalonia, and Blazor. It supports CPU bitmap and GPU-backed rendering, including OpenGL on desktop and a dedicated WebGL path for Blazor/WebAssembly. Layered worlds support multiple views, parallax, stable z-ordering, particles, multiple grid projections, game UI widgets, audio, video, gamepad input, and reusable content definitions.

Game behavior remains ordinary C#. Gondwana Studio and the standalone authoring tools provide optional visual workflows for assets, tilesheets, animations, sounds, scenes, and sprites without requiring those tools to own the application or runtime architecture.

The engine carries forward the predictability of classic rendering systems—explicit composition, stable ordering, understandable timing, and direct access to the pipeline—inside a modern, modular .NET architecture.


🎮 Gondwana in Action

Spot!

▶ Play Spot! in your browser · View source

Spot gameplay showing the game board and HUD Spot gameplay showing animated scene rendering

Get Started

Requires the .NET 8 SDK.

dotnet new install Gondwana.Templates
dotnet new gondwana-winforms -n MyFirstGame
cd MyFirstGame
dotnet run

For a guided introduction, see Make Your First Game in 30 Minutes with Gondwana.

[!NOTE] Gondwana is actively developed. Its public API is usable today, but breaking changes may occur between versions as the engine and tooling mature.

Choose Your Workflow

Gondwana supports code-first development and optional visual authoring. These workflows can be used independently or together.

💻 Code First

Build directly in C# using Gondwana's NuGet packages, project templates, and gondwana CLI.

Game code has direct access to Gondwana's rendering, scene, input, movement, collision, audio, widgets, video, and hosting APIs.

🛠️ Visual Authoring with Gondwana Studio

Gondwana Studio is the Windows authoring environment for Gondwana's persistent content-definition formats. It provides multi-document editing, visual previews, validation, dependency-aware authoring, docking, and persisted workspace layouts.

image

Studio currently authors:

FormatContent
GAFAsset packages
GTSTilesheets, regions, frames, and collision metadata
GANIAnimation definitions
GSNDSound definitions
GSCNScenes and SceneLayers
GSPRSprite definitions

These are Gondwana content formats rather than Studio-specific project files. Applications can load them at runtime or construct the equivalent engine objects directly in C#.

Studio and the standalone editors share the same underlying authoring controls and definition models.

See Gondwana Studio for details.


Documentation & Resources


🎯 Who Gondwana Is For

Gondwana is designed for .NET developers who want the convenience of an engine without giving up control of their application's code and architecture.

It is a good fit when you value:

  • Fine-grained control over rendering, timing, input, and movement
  • Predictable and debuggable draw and update pipelines
  • A code-first C# workflow
  • Optional visual content authoring
  • Cross-platform desktop and WebAssembly targets
  • A reusable foundation for custom 2D and 2.5D games
  • Modular packages that can be adopted independently

Gondwana is an engine and framework rather than an all-encompassing visual game-making suite. Runtime behavior and application structure remain under the developer's control.


✨ Features

  • Cross-platform SkiaSharp rendering through CPU bitmap and GPU-backed surfaces
  • Project and deployment CLI for scaffolding, environment checks, package upgrades, asset workflows, desktop/WebAssembly publishing, and deployment to static web hosts and itch.io
  • Backbuffer abstraction through BitmapBackbuffer and GpuBackbuffer
  • WinForms, Avalonia, and Blazor adapters, with ready-to-use hosts for Windows, Linux, macOS, and WebAssembly
  • View-centric layered scenes with multiple cameras, viewports, parallax, stable z-ordering, and world-space dirty-region tracking
  • Host-owned display effects for view- and layer-level effects, including fades, slides, directional fills and erases, view shake, and zoom
  • Modular lighting and fog-of-war primitives, including radial lights, flicker, darkness overlays, and tracked world-space reveal areas
  • Multiple coordinate systems: orthogonal, rhombic isometric, axial isometric, flat-top hex, pointy-top hex, left oblique, and right oblique
  • Sprites and DirectDrawing for reusable images, shapes, text, particles, overlays, effects, composites, and high-volume bitmap instances
  • Reusable game UI widgets with lifecycle events, automatic input registration, focus, keyboard and pointer routing, dragging, hit testing, and components such as SplashScreen
  • Sprite and camera movement with easing, target following, interpolation, scripted paths, and reusable visual effects
  • Collision detection and kinematic resolution, including per-frame and per-tile collision adjustments for more precise collision geometry
  • High-resolution timing and thread-safe drawable management with stable z-order sorting
  • Asset support for tilesheets, sprites, fonts, audio, and packaged Gondwana asset files
  • Unified keyboard, mouse, touch, and gamepad input, with SDL2 gamepad support available as a dedicated package
  • Audio and MIDI support through optional desktop and browser backends
  • Native desktop video playback through LibVLCSharp, including DirectVideo rendering and optional interactive VideoWidget integration
  • First-class authoring formats for packaged assets (GAF), tilesheets (GTS), animations (GANI), sounds (GSND), scenes (GSCN), and sprites (GSPR)
  • Gondwana Studio for integrated multi-document authoring, visual previews, validation, dependency-aware workflows, reusable docked editors, and persistent layouts
  • Engine-aware AI integration through the official Gondwana Game Engine plugin for ChatGPT and Codex, grounded in current source, tests, and documentation

🎬 More Demos

Platformer Demo

Gondwana platformer gameplay demonstration

Space Shooter Demo

Gondwana space-dueling gameplay demonstration

Particle Test

Gondwana particle-system demonstration

Coordinate-System Test

Gondwana coordinate-system demonstration

📂 Architecture

Runtime architecture

Gondwana uses a central Engine cycle to advance timing, input, movement, animation, and game state. Active View instances project and composite SceneLayer contents through cameras and viewports into a platform backbuffer.

Platform adapters for WinForms, Avalonia, and Blazor handle presentation and native input at the edges, leaving the core engine platform-agnostic.

Engine
  ↓
Views and Cameras
  ↓
SceneLayers and Drawables
  ↓
Backbuffer
  ↓
Platform Adapter

See the Engine Wiki for detailed rendering pipelines and subsystem documentation.

Authoring architecture

Applications can configure Gondwana directly in C# or load persistent content definitions created by Studio and the standalone authoring tools.

                    Authoring / Development
                              │
                              ▼
              ┌───────────────────────────────┐
              │                               │
          C# directly                 Visual authoring
              │                               │
              │                         Gondwana Studio
              │                               │
              │                       Definition formats
              │                   GAF / GTS / GANI / GSND /
              │                          GSCN / GSPR
              │                               │
              └───────────────┬───────────────┘
                              │
                              ▼
                         Gondwana APIs
                              │
                              ▼
                         Engine runtime

               ChatGPT / Codex can assist either workflow

Studio, standalone tools, and applications use the same public definition models and serializers. The ChatGPT/Codex integration provides development-time assistance and is not part of the game runtime.

📦 Packages

Runtime packages are available on NuGet. Install only the pieces your project needs.

PackageDescription
GondwanaCore engine; required by Gondwana projects
Gondwana.HostingCross-platform GameHostBase for structured startup, shutdown, and lifecycle management
Gondwana.WidgetsReusable game UI widgets, overlays, HUD elements, and unified widget input routing
Gondwana.WinFormsWinForms rendering and input adapters for Windows
Gondwana.WinForms.HostingReady-to-use WinFormsGameHost
Gondwana.AvaloniaAvalonia rendering and input adapters for Windows, macOS, and Linux
Gondwana.Avalonia.HostingReady-to-use AvaloniaGameHost
Gondwana.BlazorBlazor WebAssembly rendering, input, and browser components
Gondwana.Blazor.HostingReady-to-use Blazor host lifecycle integration
Gondwana.Input.SDL2Cross-platform SDL2 gamepad input; requires native SDL2
Gondwana.Audio.NAudioWindows audio backend for the common core audio API, including Vorbis and variable playback speed
Gondwana.Audio.MidiWindows MIDI playback and SoundFont support layered on the NAudio backend
Gondwana.Audio.BrowserBrowser and WebAssembly audio through the HTML5 Audio API and JavaScript interop
Gondwana.VideoNative desktop video playback through LibVLCSharp
Gondwana.Video.WidgetsOptional interactive and draggable VideoWidget bridge between Gondwana.Video and Gondwana.Widgets

🧰 Tooling

Gondwana's development tooling is optional and is not required by the engine at runtime.

ToolInstall / locationDescription
Gondwana StudioTooling/Gondwana.Tooling.Studio.WinFormsIntegrated Windows authoring environment for GAF, GTS, GANI, GSND, GSCN, and GSPR content
Standalone editorsTooling/Gondwana.Tooling.*.WinFormsIndividual authoring utilities for assets, tilesheets, animations, sounds, scenes, and sprites, using the same reusable controls hosted by Studio
Gondwana.Templatesdotnet new install Gondwana.TemplatesProject templates for gondwana-winforms, gondwana-avalonia, and gondwana-blazor
Gondwana.Clidotnet tool install --global Gondwana.CliThe gondwana CLI for creating, checking, upgrading, running, publishing, and deploying Gondwana projects; managing and validating assets; and one-command Blazor/WebAssembly deployment to static web hosts or itch.io
Gondwana Game Engine pluginChatGPT / Codex Plugin DirectoryEngine-aware AI assistance using the current public Gondwana source, tests, and wiki
Gondwana.McpTooling/Gondwana.McpRead-only MCP service that powers the official Gondwana AI integration

Platform note: Gondwana Studio and the standalone authoring editors currently use WinForms and therefore run on Windows. Gondwana games themselves can target Windows, Linux, macOS, and WebAssembly through the appropriate platform adapters.

Publish and deploy from the CLI

Blazor/WebAssembly games can be published and deployed directly from the command line:

gondwana publish blazor
gondwana deploy itch

Static web-host deployment is also supported.

ChatGPT and Codex

The official Gondwana Game Engine plugin gives ChatGPT and Codex access to current public Gondwana source, tests, and documentation.

You can use it to ask engine-specific questions or give Codex implementation tasks grounded in the current engine rather than relying solely on model training data or examples from unrelated game engines.

See Using Gondwana with ChatGPT and Codex.


🧭 Key Design Principles

  • Code first: Game behavior and application architecture remain ordinary C#.
  • Optional tooling: Visual editors author reusable content without owning the application.
  • World space first: Gameplay and scene logic operate in world coordinates; views and cameras handle projection.
  • Dirty-region rendering where it pays: CPU bitmap backbuffers can redraw changed world-space regions rather than repainting the entire frame.
  • Layered, view-centric scenes: Scenes contain independently rendered SceneLayer instances, while views support multiple cameras and viewports.
  • Adapters at the edges: Platform projects host rendering surfaces and native input while the core remains platform-agnostic.
  • Explicit composition: Sprites, direct drawings, composites, widgets, and scene layers have clear ownership and ordering rules.
  • Predictable behavior: Stable ordering and explicit timing keep rendering and movement understandable and debuggable.
  • Reusable content definitions: GAF, GTS, GANI, GSND, GSCN, and GSPR provide persistent engine content where useful.
  • Modular architecture: Hosting, widgets, platform adapters, audio, input, video, tooling, and AI integration remain separate packages and systems.

🛠 Roadmap

Gondwana is actively evolving, with an emphasis on strengthening the engine, authoring workflow, and runtime systems.

  • WebAssembly support through Blazor
  • Integrated Gondwana Studio authoring environment
  • First-class visual authoring
  • Full platformer sample
  • WebGL-backed Blazor rendering adapter
  • External content import tooling for TMX/TSX tile maps, Godot 3/4 TileSets, and Aseprite assets
  • Expanded 2D physics, including momentum, elasticity, and additional collision shapes
  • Native, first-class pathfinding
  • Initial client/server networking support
  • Android and iOS support via .NET MAUI adapters

🤝 Contributing

Contributions are welcome.

  • Open an issue for bug reports, feature requests, or proposed changes.
  • Fork the repository and create a focused branch for your work.
  • Keep changes scoped and include or update tests where appropriate.
  • Follow the repository's existing formatting and analyzer conventions.
  • Submit a pull request describing the problem being addressed and the approach taken.

For larger changes, opening an issue or discussion first is recommended so the intended direction can be agreed upon before significant implementation work begins.


🌐 Repository Mirrors

GitHub is the canonical repository for Gondwana. Issues, pull requests, discussions, releases, and development activity should be submitted there.

Read-only mirrors are maintained for availability and discoverability:


📜 License

Gondwana is available under the MIT License.

Third-party libraries
Gondwana uses Skia (© Google), licensed under the BSD 3-Clause License, through SkiaSharp (© Microsoft and contributors), licensed under the MIT License.


☕ Support Gondwana

Gondwana is developed and maintained independently. If you find the engine useful, consider buying me a coffee to support its continued development.

2d-game-engine
avalonia
blazor
cross-platform
csharp
dotnet
engine-architecture
fixed-timestep
gamedev
game-development
game-engine
game-loop
graphics-programming
open-source
rendering-engine
scene-graph
skia
skiasharp
webassembly
webgl

Isthimius/Gondwana

Gondwana Game Engine

C#

18

1,683 commits

updated Oct 19, 2026

See the code

See what people are saying

README

Gondwana Game Engine

NuGet NuGet Downloads License Docs API .NET Platforms

Gondwana logo

Gondwana is a code-first, cross-platform 2D and 2.5D game and rendering engine for C# and .NET 8. It gives developers fine-grained control over rendering, timing, movement, input, collision detection, scene composition, and game architecture without requiring an editor to own the project.

Gondwana targets Windows, Linux, macOS, and WebAssembly through SkiaSharp-based rendering, with integrations for WinForms, Avalonia, and Blazor. It supports CPU bitmap and GPU-backed rendering, including OpenGL on desktop and a dedicated WebGL path for Blazor/WebAssembly. Layered worlds support multiple views, parallax, stable z-ordering, particles, multiple grid projections, game UI widgets, audio, video, gamepad input, and reusable content definitions.

Game behavior remains ordinary C#. Gondwana Studio and the standalone authoring tools provide optional visual workflows for assets, tilesheets, animations, sounds, scenes, and sprites without requiring those tools to own the application or runtime architecture.

The engine carries forward the predictability of classic rendering systems—explicit composition, stable ordering, understandable timing, and direct access to the pipeline—inside a modern, modular .NET architecture.


🎮 Gondwana in Action

Spot!

▶ Play Spot! in your browser · View source

Spot gameplay showing the game board and HUD Spot gameplay showing animated scene rendering

Get Started

Requires the .NET 8 SDK.

dotnet new install Gondwana.Templates
dotnet new gondwana-winforms -n MyFirstGame
cd MyFirstGame
dotnet run

For a guided introduction, see Make Your First Game in 30 Minutes with Gondwana.

[!NOTE] Gondwana is actively developed. Its public API is usable today, but breaking changes may occur between versions as the engine and tooling mature.

Choose Your Workflow

Gondwana supports code-first development and optional visual authoring. These workflows can be used independently or together.

💻 Code First

Build directly in C# using Gondwana's NuGet packages, project templates, and gondwana CLI.

Game code has direct access to Gondwana's rendering, scene, input, movement, collision, audio, widgets, video, and hosting APIs.

🛠️ Visual Authoring with Gondwana Studio

Gondwana Studio is the Windows authoring environment for Gondwana's persistent content-definition formats. It provides multi-document editing, visual previews, validation, dependency-aware authoring, docking, and persisted workspace layouts.

image

Studio currently authors:

FormatContent
GAFAsset packages
GTSTilesheets, regions, frames, and collision metadata
GANIAnimation definitions
GSNDSound definitions
GSCNScenes and SceneLayers
GSPRSprite definitions

These are Gondwana content formats rather than Studio-specific project files. Applications can load them at runtime or construct the equivalent engine objects directly in C#.

Studio and the standalone editors share the same underlying authoring controls and definition models.

See Gondwana Studio for details.


Documentation & Resources


🎯 Who Gondwana Is For

Gondwana is designed for .NET developers who want the convenience of an engine without giving up control of their application's code and architecture.

It is a good fit when you value:

  • Fine-grained control over rendering, timing, input, and movement
  • Predictable and debuggable draw and update pipelines
  • A code-first C# workflow
  • Optional visual content authoring
  • Cross-platform desktop and WebAssembly targets
  • A reusable foundation for custom 2D and 2.5D games
  • Modular packages that can be adopted independently

Gondwana is an engine and framework rather than an all-encompassing visual game-making suite. Runtime behavior and application structure remain under the developer's control.


✨ Features

  • Cross-platform SkiaSharp rendering through CPU bitmap and GPU-backed surfaces
  • Project and deployment CLI for scaffolding, environment checks, package upgrades, asset workflows, desktop/WebAssembly publishing, and deployment to static web hosts and itch.io
  • Backbuffer abstraction through BitmapBackbuffer and GpuBackbuffer
  • WinForms, Avalonia, and Blazor adapters, with ready-to-use hosts for Windows, Linux, macOS, and WebAssembly
  • View-centric layered scenes with multiple cameras, viewports, parallax, stable z-ordering, and world-space dirty-region tracking
  • Host-owned display effects for view- and layer-level effects, including fades, slides, directional fills and erases, view shake, and zoom
  • Modular lighting and fog-of-war primitives, including radial lights, flicker, darkness overlays, and tracked world-space reveal areas
  • Multiple coordinate systems: orthogonal, rhombic isometric, axial isometric, flat-top hex, pointy-top hex, left oblique, and right oblique
  • Sprites and DirectDrawing for reusable images, shapes, text, particles, overlays, effects, composites, and high-volume bitmap instances
  • Reusable game UI widgets with lifecycle events, automatic input registration, focus, keyboard and pointer routing, dragging, hit testing, and components such as SplashScreen
  • Sprite and camera movement with easing, target following, interpolation, scripted paths, and reusable visual effects
  • Collision detection and kinematic resolution, including per-frame and per-tile collision adjustments for more precise collision geometry
  • High-resolution timing and thread-safe drawable management with stable z-order sorting
  • Asset support for tilesheets, sprites, fonts, audio, and packaged Gondwana asset files
  • Unified keyboard, mouse, touch, and gamepad input, with SDL2 gamepad support available as a dedicated package
  • Audio and MIDI support through optional desktop and browser backends
  • Native desktop video playback through LibVLCSharp, including DirectVideo rendering and optional interactive VideoWidget integration
  • First-class authoring formats for packaged assets (GAF), tilesheets (GTS), animations (GANI), sounds (GSND), scenes (GSCN), and sprites (GSPR)
  • Gondwana Studio for integrated multi-document authoring, visual previews, validation, dependency-aware workflows, reusable docked editors, and persistent layouts
  • Engine-aware AI integration through the official Gondwana Game Engine plugin for ChatGPT and Codex, grounded in current source, tests, and documentation

🎬 More Demos

Platformer Demo

Gondwana platformer gameplay demonstration

Space Shooter Demo

Gondwana space-dueling gameplay demonstration

Particle Test

Gondwana particle-system demonstration

Coordinate-System Test

Gondwana coordinate-system demonstration

📂 Architecture

Runtime architecture

Gondwana uses a central Engine cycle to advance timing, input, movement, animation, and game state. Active View instances project and composite SceneLayer contents through cameras and viewports into a platform backbuffer.

Platform adapters for WinForms, Avalonia, and Blazor handle presentation and native input at the edges, leaving the core engine platform-agnostic.

Engine
  ↓
Views and Cameras
  ↓
SceneLayers and Drawables
  ↓
Backbuffer
  ↓
Platform Adapter

See the Engine Wiki for detailed rendering pipelines and subsystem documentation.

Authoring architecture

Applications can configure Gondwana directly in C# or load persistent content definitions created by Studio and the standalone authoring tools.

                    Authoring / Development
                              │
                              ▼
              ┌───────────────────────────────┐
              │                               │
          C# directly                 Visual authoring
              │                               │
              │                         Gondwana Studio
              │                               │
              │                       Definition formats
              │                   GAF / GTS / GANI / GSND /
              │                          GSCN / GSPR
              │                               │
              └───────────────┬───────────────┘
                              │
                              ▼
                         Gondwana APIs
                              │
                              ▼
                         Engine runtime

               ChatGPT / Codex can assist either workflow

Studio, standalone tools, and applications use the same public definition models and serializers. The ChatGPT/Codex integration provides development-time assistance and is not part of the game runtime.

📦 Packages

Runtime packages are available on NuGet. Install only the pieces your project needs.

PackageDescription
GondwanaCore engine; required by Gondwana projects
Gondwana.HostingCross-platform GameHostBase for structured startup, shutdown, and lifecycle management
Gondwana.WidgetsReusable game UI widgets, overlays, HUD elements, and unified widget input routing
Gondwana.WinFormsWinForms rendering and input adapters for Windows
Gondwana.WinForms.HostingReady-to-use WinFormsGameHost
Gondwana.AvaloniaAvalonia rendering and input adapters for Windows, macOS, and Linux
Gondwana.Avalonia.HostingReady-to-use AvaloniaGameHost
Gondwana.BlazorBlazor WebAssembly rendering, input, and browser components
Gondwana.Blazor.HostingReady-to-use Blazor host lifecycle integration
Gondwana.Input.SDL2Cross-platform SDL2 gamepad input; requires native SDL2
Gondwana.Audio.NAudioWindows audio backend for the common core audio API, including Vorbis and variable playback speed
Gondwana.Audio.MidiWindows MIDI playback and SoundFont support layered on the NAudio backend
Gondwana.Audio.BrowserBrowser and WebAssembly audio through the HTML5 Audio API and JavaScript interop
Gondwana.VideoNative desktop video playback through LibVLCSharp
Gondwana.Video.WidgetsOptional interactive and draggable VideoWidget bridge between Gondwana.Video and Gondwana.Widgets

🧰 Tooling

Gondwana's development tooling is optional and is not required by the engine at runtime.

ToolInstall / locationDescription
Gondwana StudioTooling/Gondwana.Tooling.Studio.WinFormsIntegrated Windows authoring environment for GAF, GTS, GANI, GSND, GSCN, and GSPR content
Standalone editorsTooling/Gondwana.Tooling.*.WinFormsIndividual authoring utilities for assets, tilesheets, animations, sounds, scenes, and sprites, using the same reusable controls hosted by Studio
Gondwana.Templatesdotnet new install Gondwana.TemplatesProject templates for gondwana-winforms, gondwana-avalonia, and gondwana-blazor
Gondwana.Clidotnet tool install --global Gondwana.CliThe gondwana CLI for creating, checking, upgrading, running, publishing, and deploying Gondwana projects; managing and validating assets; and one-command Blazor/WebAssembly deployment to static web hosts or itch.io
Gondwana Game Engine pluginChatGPT / Codex Plugin DirectoryEngine-aware AI assistance using the current public Gondwana source, tests, and wiki
Gondwana.McpTooling/Gondwana.McpRead-only MCP service that powers the official Gondwana AI integration

Platform note: Gondwana Studio and the standalone authoring editors currently use WinForms and therefore run on Windows. Gondwana games themselves can target Windows, Linux, macOS, and WebAssembly through the appropriate platform adapters.

Publish and deploy from the CLI

Blazor/WebAssembly games can be published and deployed directly from the command line:

gondwana publish blazor
gondwana deploy itch

Static web-host deployment is also supported.

ChatGPT and Codex

The official Gondwana Game Engine plugin gives ChatGPT and Codex access to current public Gondwana source, tests, and documentation.

You can use it to ask engine-specific questions or give Codex implementation tasks grounded in the current engine rather than relying solely on model training data or examples from unrelated game engines.

See Using Gondwana with ChatGPT and Codex.


🧭 Key Design Principles

  • Code first: Game behavior and application architecture remain ordinary C#.
  • Optional tooling: Visual editors author reusable content without owning the application.
  • World space first: Gameplay and scene logic operate in world coordinates; views and cameras handle projection.
  • Dirty-region rendering where it pays: CPU bitmap backbuffers can redraw changed world-space regions rather than repainting the entire frame.
  • Layered, view-centric scenes: Scenes contain independently rendered SceneLayer instances, while views support multiple cameras and viewports.
  • Adapters at the edges: Platform projects host rendering surfaces and native input while the core remains platform-agnostic.
  • Explicit composition: Sprites, direct drawings, composites, widgets, and scene layers have clear ownership and ordering rules.
  • Predictable behavior: Stable ordering and explicit timing keep rendering and movement understandable and debuggable.
  • Reusable content definitions: GAF, GTS, GANI, GSND, GSCN, and GSPR provide persistent engine content where useful.
  • Modular architecture: Hosting, widgets, platform adapters, audio, input, video, tooling, and AI integration remain separate packages and systems.

🛠 Roadmap

Gondwana is actively evolving, with an emphasis on strengthening the engine, authoring workflow, and runtime systems.

  • WebAssembly support through Blazor
  • Integrated Gondwana Studio authoring environment
  • First-class visual authoring
  • Full platformer sample
  • WebGL-backed Blazor rendering adapter
  • External content import tooling for TMX/TSX tile maps, Godot 3/4 TileSets, and Aseprite assets
  • Expanded 2D physics, including momentum, elasticity, and additional collision shapes
  • Native, first-class pathfinding
  • Initial client/server networking support
  • Android and iOS support via .NET MAUI adapters

🤝 Contributing

Contributions are welcome.

  • Open an issue for bug reports, feature requests, or proposed changes.
  • Fork the repository and create a focused branch for your work.
  • Keep changes scoped and include or update tests where appropriate.
  • Follow the repository's existing formatting and analyzer conventions.
  • Submit a pull request describing the problem being addressed and the approach taken.

For larger changes, opening an issue or discussion first is recommended so the intended direction can be agreed upon before significant implementation work begins.


🌐 Repository Mirrors

GitHub is the canonical repository for Gondwana. Issues, pull requests, discussions, releases, and development activity should be submitted there.

Read-only mirrors are maintained for availability and discoverability:


📜 License

Gondwana is available under the MIT License.

Third-party libraries
Gondwana uses Skia (© Google), licensed under the BSD 3-Clause License, through SkiaSharp (© Microsoft and contributors), licensed under the MIT License.


☕ Support Gondwana

Gondwana is developed and maintained independently. If you find the engine useful, consider buying me a coffee to support its continued development.

2d-game-engine
avalonia
blazor
cross-platform
csharp
dotnet
engine-architecture
fixed-timestep
gamedev
game-development
game-engine
game-loop
graphics-programming
open-source
rendering-engine
scene-graph
skia
skiasharp
webassembly
webgl

Project health

Latest release

2.6.1 · Oct 8, 2026

Releases this year

19