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.
▶ Play Spot! in your browser · View source
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.
Gondwana supports code-first development and optional visual authoring. These workflows can be used independently or together.
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.
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.
Studio currently authors:
| Format | Content |
|---|---|
| GAF | Asset packages |
| GTS | Tilesheets, regions, frames, and collision metadata |
| GANI | Animation definitions |
| GSND | Sound definitions |
| GSCN | Scenes and SceneLayers |
| GSPR | Sprite 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.
master) · Historical releases are available in the API version selector.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:
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.
BitmapBackbuffer and GpuBackbufferSplashScreenDirectVideo rendering and optional interactive VideoWidget integrationGondwana 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.
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.
Runtime packages are available on NuGet. Install only the pieces your project needs.
| Package | Description |
|---|---|
Gondwana | Core engine; required by Gondwana projects |
Gondwana.Hosting | Cross-platform GameHostBase for structured startup, shutdown, and lifecycle management |
Gondwana.Widgets | Reusable game UI widgets, overlays, HUD elements, and unified widget input routing |
Gondwana.WinForms | WinForms rendering and input adapters for Windows |
Gondwana.WinForms.Hosting | Ready-to-use WinFormsGameHost |
Gondwana.Avalonia | Avalonia rendering and input adapters for Windows, macOS, and Linux |
Gondwana.Avalonia.Hosting | Ready-to-use AvaloniaGameHost |
Gondwana.Blazor | Blazor WebAssembly rendering, input, and browser components |
Gondwana.Blazor.Hosting | Ready-to-use Blazor host lifecycle integration |
Gondwana.Input.SDL2 | Cross-platform SDL2 gamepad input; requires native SDL2 |
Gondwana.Audio.NAudio | Windows audio backend for the common core audio API, including Vorbis and variable playback speed |
Gondwana.Audio.Midi | Windows MIDI playback and SoundFont support layered on the NAudio backend |
Gondwana.Audio.Browser | Browser and WebAssembly audio through the HTML5 Audio API and JavaScript interop |
Gondwana.Video | Native desktop video playback through LibVLCSharp |
Gondwana.Video.Widgets | Optional interactive and draggable VideoWidget bridge between Gondwana.Video and Gondwana.Widgets |
Gondwana's development tooling is optional and is not required by the engine at runtime.
| Tool | Install / location | Description |
|---|---|---|
| Gondwana Studio | Tooling/Gondwana.Tooling.Studio.WinForms | Integrated Windows authoring environment for GAF, GTS, GANI, GSND, GSCN, and GSPR content |
| Standalone editors | Tooling/Gondwana.Tooling.*.WinForms | Individual authoring utilities for assets, tilesheets, animations, sounds, scenes, and sprites, using the same reusable controls hosted by Studio |
| Gondwana.Templates | dotnet new install Gondwana.Templates | Project templates for gondwana-winforms, gondwana-avalonia, and gondwana-blazor |
| Gondwana.Cli | dotnet tool install --global Gondwana.Cli | The 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 plugin | ChatGPT / Codex Plugin Directory | Engine-aware AI assistance using the current public Gondwana source, tests, and wiki |
| Gondwana.Mcp | Tooling/Gondwana.Mcp | Read-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.
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.
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.
SceneLayer instances, while views support multiple cameras and viewports.Gondwana is actively evolving, with an emphasis on strengthening the engine, authoring workflow, and runtime systems.
Contributions are welcome.
For larger changes, opening an issue or discussion first is recommended so the intended direction can be agreed upon before significant implementation work begins.
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:
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.
Gondwana is developed and maintained independently. If you find the engine useful, consider buying me a coffee to support its continued development.
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.
▶ Play Spot! in your browser · View source
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.
Gondwana supports code-first development and optional visual authoring. These workflows can be used independently or together.
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.
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.
Studio currently authors:
| Format | Content |
|---|---|
| GAF | Asset packages |
| GTS | Tilesheets, regions, frames, and collision metadata |
| GANI | Animation definitions |
| GSND | Sound definitions |
| GSCN | Scenes and SceneLayers |
| GSPR | Sprite 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.
master) · Historical releases are available in the API version selector.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:
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.
BitmapBackbuffer and GpuBackbufferSplashScreenDirectVideo rendering and optional interactive VideoWidget integrationGondwana 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.
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.
Runtime packages are available on NuGet. Install only the pieces your project needs.
| Package | Description |
|---|---|
Gondwana | Core engine; required by Gondwana projects |
Gondwana.Hosting | Cross-platform GameHostBase for structured startup, shutdown, and lifecycle management |
Gondwana.Widgets | Reusable game UI widgets, overlays, HUD elements, and unified widget input routing |
Gondwana.WinForms | WinForms rendering and input adapters for Windows |
Gondwana.WinForms.Hosting | Ready-to-use WinFormsGameHost |
Gondwana.Avalonia | Avalonia rendering and input adapters for Windows, macOS, and Linux |
Gondwana.Avalonia.Hosting | Ready-to-use AvaloniaGameHost |
Gondwana.Blazor | Blazor WebAssembly rendering, input, and browser components |
Gondwana.Blazor.Hosting | Ready-to-use Blazor host lifecycle integration |
Gondwana.Input.SDL2 | Cross-platform SDL2 gamepad input; requires native SDL2 |
Gondwana.Audio.NAudio | Windows audio backend for the common core audio API, including Vorbis and variable playback speed |
Gondwana.Audio.Midi | Windows MIDI playback and SoundFont support layered on the NAudio backend |
Gondwana.Audio.Browser | Browser and WebAssembly audio through the HTML5 Audio API and JavaScript interop |
Gondwana.Video | Native desktop video playback through LibVLCSharp |
Gondwana.Video.Widgets | Optional interactive and draggable VideoWidget bridge between Gondwana.Video and Gondwana.Widgets |
Gondwana's development tooling is optional and is not required by the engine at runtime.
| Tool | Install / location | Description |
|---|---|---|
| Gondwana Studio | Tooling/Gondwana.Tooling.Studio.WinForms | Integrated Windows authoring environment for GAF, GTS, GANI, GSND, GSCN, and GSPR content |
| Standalone editors | Tooling/Gondwana.Tooling.*.WinForms | Individual authoring utilities for assets, tilesheets, animations, sounds, scenes, and sprites, using the same reusable controls hosted by Studio |
| Gondwana.Templates | dotnet new install Gondwana.Templates | Project templates for gondwana-winforms, gondwana-avalonia, and gondwana-blazor |
| Gondwana.Cli | dotnet tool install --global Gondwana.Cli | The 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 plugin | ChatGPT / Codex Plugin Directory | Engine-aware AI assistance using the current public Gondwana source, tests, and wiki |
| Gondwana.Mcp | Tooling/Gondwana.Mcp | Read-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.
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.
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.
SceneLayer instances, while views support multiple cameras and viewports.Gondwana is actively evolving, with an emphasis on strengthening the engine, authoring workflow, and runtime systems.
Contributions are welcome.
For larger changes, opening an issue or discussion first is recommended so the intended direction can be agreed upon before significant implementation work begins.
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:
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.
Gondwana is developed and maintained independently. If you find the engine useful, consider buying me a coffee to support its continued development.